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Dale's Mod Blog

Blog: I'm Back!

In this blog we explore the reason for my absence over the last month and a half, and then comment on those long-ago promised modding tutorials. :)

Father, it's been a month and a half since my last blog post. Forgive me, for I have sinned. I have forsaken Civ. My penance is five Sid Meiers: Sid Meier, Sid Meier, Sid Meier, Sid Meier, Sid Meier.
 
Dale,

we need a tutorial on AI... and getting the AI to behave how we (the modder) desires.
I know many of us are waiting for the next patch, but presumably we will still (on occasion) desire to mod the AI to do X or Y instead of A and B.
 
Blog: Civ 5 Modding Tutorial 1: Foundation lesson

In this first tutorial of the series I cover the fundamental understandings that all modders of Civ 5 should understand. Using examples related in Civ 5 terms I show how the four levels of modding function, explain their purposes, and show how you can harness the power of the Civ 5 modding architecture by using all levels to achieve your goals.
 
:wow: Wow, good job Dale this info is rather invaluable to just about anyone who wants to mod and congrats. After your blog I know exactly (more or less) what to do and how to do it*. Next thing on my list of figuring out are advanced screens - like what lemmy101 is doing in his DUCKS mod but that's more of a line of trial and error, snipping bits from existing Lua files and altering them accordingly not necessarily needing a guide.
*it being my mod currently under development that requires custom XMLs and calls to the Lua about the contents in the custom XMLs
 
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