Culture Database

I'll take some time later this week to give you some basic XML instructions and I can help you find your way around the tags. If someone else knows where this is already all explained (@Toffer90 ?) that would be helpful to guide Rmi in the right direction here to that thread.

As for the SVN... it's easier than you think. Send me, in PM, your sourceforge username and I can get you instructions on that. Never fear to ask questions. We're going to make a modder out of you yet!
 
i'm not talking just about base power, i'm also talking about First Strikes/ Terrain and Class Mods etc
If you want to help with XML as well, then I believe we'd all welcome more capable assistance and I'll include you both in explaining things.
 
well i'm not great at xml, I understand it and can do basic edits but adding new elements is beyond my current skill level, but I can definitely try not to mention i'm great with running a statistical chart of units in comparison for fine tweaking , quick q should I set up a discord for specific XML/Balancing on these Culture Units and Buildings
 
well i'm not great at xml, I understand it and can do basic edits but adding new elements is beyond my current skill level, but I can definitely try not to mention i'm great with running a statistical chart of units in comparison for fine tweaking , quick q should I set up a discord for specific XML/Balancing on these Culture Units and Buildings
Cool! Hell yeah do all that. I'd like to see it. As for adding new elements, it's about adding a new line of text in brackets. Can't get much simpler than that. I'll show you guys how to read the schemas so you can see how formatting is supposed to take place. Easy stuff actually. Just intimidating to look at. But I've got my wife running XML like a pro. As for adding new tags when needed, that's my job. And I've got a lot to do on debugs and tag fixes and tag restructures and then when it comes to doing the task of adapting xml to new ways of going about things, it can really bog me down. So having some help from a couple of basic xml entry guys could be a godsend on numerous upcoming projects.

The ideas stuff could be something I could work out the process on in the tag design and in the code and then I could let you guys go to town on the xml of it. But there's a few projects ahead of that and fixing all these unique units is certainly one of them. I'd love to see what y'all come up with there and once you have it down to how you want it, putting the adjustments into the XML is easy and can be fun and I'll show you ways to do it FAST. But first make sure y'all have Notepad ++... very necessary. And wingrep too... another critical free download to go grab. Both of these are free programs if you don't have them yet. Super useful in other projects you might do on your own time too.
 
Well, there's this wiki, and this thread.
A lot of new tags have been added to the mod that is not documented in those, so... one could always look inside the schema file, it will show you all tags that exist and how they should be nested.
It is also possible to google individual tags ( "TagName" + "civ 4" / "C2C" ), and you might just find some discussions about them here on this forum. The forum also have a search function where you can make that search, although google is much better at finding different variations of the search word (there are often irregularities like a space that shouldn't be there or misspellings in forums) that is missed by the forum search function.

If you're brave you can also try to search for the tag name inside the .cpp files and see how the dll (c++ code) handles them, to give you an idea of what they do.
 
https://discord.gg/fMcjbCj this is the discord nothings on there yet but before we can get to the units i still need to make sure that all the timings for the cultures are ready, i've only done about 20 so far, but I will work on getting more done, and thanks toffer filled in all my holes I can probably XML all unique units now
 
https://discord.gg/fMcjbCj this is the discord nothings on there yet but before we can get to the units i still need to make sure that all the timings for the cultures are ready, i've only done about 20 so far, but I will work on getting more done, and thanks toffer filled in all my holes I can probably XML all unique units now
We'll have to discuss how to get the most use out of this, perhaps in its own new thread. I've explored a bit and it seems to be mostly a chat system but I don't know if there's more to it than that and voice chat.

Mind you, this is something we probably should be using more often.
 
Already have notepad++ =) got it when my friend was helping me.
 
Changed first post to give access to all spreadsheets.
  • Current culture
  • Culture input
  • Unit input
  • Current heroes
Have to actually start on the heroes now.

If i'm missing an important metric let me know.
 
Updates Unit database.

Has all techs, #tech and hammer costs.
 
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Well done! You can also refer to the ongoing unit review documents - I think I have a link in my sig line - to see the breakdown of why units were given the costs they were. If you believe they should be cheaper or more expensive, there can be cause given for individual adjustments.
 
First things first, there are a few units that are simply wrongly costed by a typing error or something. These are silly cheap.

For the bigger picture i need the 'base #hammers value for units that corresponds with the #tech value.
I recall it being in one of your datasheets, just don't know where you put those. A linky would be appreciated.
Then i'll enter those on the database too and it's easy to see any discrepancies there.

The current 'UNIQUE TAX' is roughly 10%. And that's before the 2% increase per unit.
I think this is fine, but if we want to change this now is the time to discuss that.

My goal is to streamline the unique units to keep their individual specialty, but make them balanced against each other and balanced for the tech level.
The early units should not have 3 automatic promotions and +75% base power. While a modern unit with just combat1 is #SAD.
Mainly i just want to fix the things that are broken. A true overhaul can be done after we have assigned hero slots and building slots for cultures.
 
Updated unit database with BPC i found in the modders section.

What are the factors that get you from the BPC to the price we want.
I don't understand the type adjustments in the modder section. Do i have to use those?
 
For the bigger picture i need the 'base #hammers value for units that corresponds with the #tech value.
I recall it being in one of your datasheets, just don't know where you put those. A linky would be appreciated.
Then i'll enter those on the database too and it's easy to see any discrepancies there.
https://docs.google.com/spreadsheet...WtXOeA6F0yZtB6iGRFS3OWdEo/edit#gid=1240622300
It's the Expanding Unit Review in my sig line.
There's also the base cost chart in the modder's documentation thread (stickied here in the forum and near the end... I THINK DH has updated the first post in the modder's documentation thread to link here):
https://forums.civfanatics.com/threads/modders-documentation.441325/page-10#post-14723083
The next post after helps to add further clarification though I think it might be out of date info for merchants.
https://forums.civfanatics.com/threads/modders-documentation.441325/page-10#post-14739310

I don't understand the type adjustments in the modder section. Do i have to use those?
You can see on the first link how they apply.
 
https://docs.google.com/spreadsheet...WtXOeA6F0yZtB6iGRFS3OWdEo/edit#gid=1240622300
It's the Expanding Unit Review in my sig line.
There's also the base cost chart in the modder's documentation thread (stickied here in the forum and near the end... I THINK DH has updated the first post in the modder's documentation thread to link here):
https://forums.civfanatics.com/threads/modders-documentation.441325/page-10#post-14723083
The next post after helps to add further clarification though I think it might be out of date info for merchants.
https://forums.civfanatics.com/threads/modders-documentation.441325/page-10#post-14739310


You can see on the first link how they apply.

BTW, any adjustments to costs at least, please keep that unit chart updated as much as you can!
 
Just a quick thing, I noticed that a lot of cultural requirements don't make too much sense (for example Deer for the Bedouin people, Fish for a landlocked culture or beavers for kitara), in ideas can i suggest other resources? in the idea one of course
Deer = deer and antelope since we don't have an antelope resource.
 
Got all the info to do the costs.

Done a bit, check it out.

I'll finish it tomorrow. Sweet dreams!
 
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