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.
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.
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, 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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