Tutupos said:
One question... will you be making a guide on how to do your own custom icons and artwork?
Yes - this remains in the pipeline. I will absolutely get something done that walks through some artwork creation steps, including the workflow to get them into a mod; though it'll take me some time so I can't promise a date.
Tutupos said:
Also, how exactly do I configure it so that I do not need Rise & Fall for the mod to run?
OK, so I've quickly put the below together:
Of course, in the template, I have - as best I can - populated the notes in the template to indicate the parts that are expansion-specific - the reason the template, in its raw form, is R&F- and GS-compatible is because the example civilization leverages the Golden Age mechanic (R&F) for the Unique Unit ability, but also because it populates the various 'named places' (flavour text) for deserts, rivers, mountains and volcanoes.
To be cohesive with these requirements, I have included - but commented-out - the Players and PlayerItems entries for the vanilla game. It's in the
Leader_Config.sql file and we'll start with that file.
Right at the top of the file (well, line 7), there's a comment section titled: "Players (Base Game / Vanilla)". Beneath that, there's a whole host of commented-out SQL, which starts with "INSERT INTO Players". For me, it's lines 16-33. You'll want to remove the two leading hyphens on each of lines 16-33.
If you have no interest in your mod appearing in either R&F
or GS, you can delete lines 35-89. These are equivalent Players tables. Please note, you can
leave these in if you wish. This will simply serve the purpose that anyone who runs your mod with either expansion applied will still be able to select your custom civilization.
The second part of the
Leader_Config.sql has three equivalent PlayerItems tables. If you look for line 91 onwards, you should see "--INSERT INTO PlayerItems" on line 99. Remove the leading two hyphens from lines 99-102. Again, if you wish, you can delete lines 103 onwards - or leave them in.
Next, head on over to the
Civilization_Config.sql file.
If you comment-out all of the references to the 'named places' flavour text, then that gets you halfway there. Or, you can delete the references entirely. Lines 55-202 contain all of the 'named places' code in this file.
We'll go and take out the in-game text strings for the equivalent 'named places' from the
Civilization_Localisation.sql. Simply delete lines 60-128.
The next step is to remove the R&F-dependency, which is introduced by the Unique Unit (the Werejaguar). The file in question is the
Civilization_UU.sql. The simplest option would be to remove the unit's ability (which grants a Combat Boost during a Golden Age) entirely. To do this, you'll need to unlink the Trait from the unit, remove the Trait, remove the UnitAbilities entries and strip out the modifier-related code that actually references the Golden Age mechanic. It's a few entries, but if you start from the top of the file and take out anything that relates to the unit's ability, you should end up with less code and no R&F-dependency.
Finally, in the Mod Properties, there is a Dependency configured for R&F - you'll want to delete that.
From memory, that should be everything needed to make it Vanilla-compatible.