[Development Thread]WW1 Mod: Blood and Iron

With no sense of modesty, a great mod is getting close to being done... Over the last week or so I've probably done about as much XML as I have in the last couple of months. The civics, promotions, unit classes, religions, special abilities are all nearly done. That on top of all the required button changes and some more work on the UI.

That said, I could use some help - I can't for the life of me figure out how to modify city graphics. I could probably spend some time to learn, but right now I'd be better served working on the XML I can do. If someone could take the city graphics Woodelf did for Britain and Russian and merge the into the standard city XML, that would be greatly appreciated. I also need every era to display the industrial era graphics. If one of you could tackle that, it would save me a lot of time.

Thanks!
-Smitty
 
That said, I could use some help - I can't for the life of me figure out how to modify city graphics. I could probably spend some time to learn, but right now I'd be better served working on the XML I can do. If someone could take the city graphics Woodelf did for Britain and Russian and merge the into the standard city XML, that would be greatly appreciated. I also need every era to display the industrial era graphics. If one of you could tackle that, it would save me a lot of time.

Thanks!
-Smitty

I suppose I'm the forum expert in that department. ;)
I need a copy of some files from your mod for that.

From Assets/XML/Buildings:
  • Civ4CityLSystem.xml
  • Civ4PlotLSystem.xml

In case you renamed or added xml tags for the eras, from Assets/XML/GameInfo:
  • CIV4EraInfos.xml

In case you have them near, include Woodelfs citysets too in the package. Saves me the trouble of going through the database.
I assume you want the cottages to use both sets too?

With these files I can make a barebones mod which, when done, you can easily merge with WW1 Mod: Blood and Iron.

Drop me a PM if you're okay with me doing this part. :scared:
 
GeoModder-

Thanks for your help. Attached are the files you asked for. Don't remember how many changes I've made to them since I started Blood and Iron, but they should be straight forward to you. You really are the expert on cities and the like, so thanks for your help.

If you can while your at it, please update the improvement graphics to show the industrial era graphics in each era as well. Blood and Iron still uses the standard eras that BtS does, just renamed in the text files, so I don't know how much you'll need to mess with them.

Thanks again!
-Smitty
 

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I was looking for this promotion button glow you mentioned - i didn't found it. I have no idea where it might be. The changing the glow of unit wasn't problem (i even turned it to dark, dirt red messing with .dds files :p - wich after other modifications in nif/dds might look interesting), but button glow not (i checked both .thm files and various .tga .dds files). I'll try today again in .thm files searching by color value. I'll let you know if i found something.
 
I was looking for this promotion button glow you mentioned - i didn't found it. I have no idea where it might be. The changing the glow of unit wasn't problem (i even turned it to dark, dirt red messing with .dds files :p - wich after other modifications in nif/dds might look interesting), but button glow not (i checked both .thm files and various .tga .dds files). I'll try today again in .thm files searching by color value. I'll let you know if i found something.

Thanks for checking on that for me... now that the promotions are in I spent some time testing them - fun to watch units go at it, but the blue background glow around the buttons is definitely annoying. They fit so well with the interface you put together, it's a shame to have the stupid color not match.

If anyone else knows how to change the color of the promotion glow behind the promotion buttons (not the color around the unit itself, that we figured out how to change), let us know!
 
You should change this to 3.19.
I'll help if you need me. I can do XML and a little bit of python.
 
You should change this to 3.19.
I'll help if you need me. I can do XML and a little bit of python.

B&I is being converted to 3.19 by Ninja2 - don't worry, I won't leave you guys with an obsolete mod.

What I really need is SDK help, but if you know XML - you could help out with the civilopedia entries. I posted a list of what I need a couple pages ago, check that out if you want to help.
 
Snafusmith, in attachment is what I got working as intended:
  • Industrial-type citysets for all era's and all civs linked to the European artstyle.
  • streetplan underground in all era's for all artstyles.
  • modern looking improvements in all era's (watermill, lumbermill, workshop, mine, fishing trawlers, plantation and windmill) I'm not sure you would agree with the windmill for the WWI timeframe. But it's that or the early-game windmill. Your choice there. Just notify me if you want to use the ancient windmill instead.
  • Industrial-type cottages for all civs linked to the European artstyle.

What doesn't work as intended, but I think has the correct xml for it:
  • unique artstyles for the Brits and Russians. What happens now is that both those artstyles use a mix of industrial, British and Russian buildings in both the cityset and the cottages. For the life of me I can't figure out why this happens. I *hope* it's only a hiccup because B&I is in transition mode from 3.17 to 3.19 and will solve itself once that's done. You can see for yourself when you activate this xml setup. To do so open Civ4CivilizationsInfo.xml and fill in "ARTSTYLE_BRITAIN" and "ARTSTYLE_RUSSIA" for the British and Russian civs respectively at the <ArtstyleType> tag.

Any other problems, let me know. :)
 

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I can't wait
 
Can I request a middle east scenario be shipped with this? It seems a waste to have the Great War without Lawrence of Arabia
 
Hey all,

@RPG- Sorry, don't know when the mod will be released. I'm eagerly waiting for the revised SDK code to bring it in line with v3.19. So far no word back from Ninja2... if someone else who knows SDK could step in, that would help things.

@Flying Pig- The middle east will be included in the main scenario... after I get the mod working well enough, I plan to make a dedicated middle east scenario. But, to show you how much I've thought ahead, here are some screenshots of Ottoman vehicles.



Another idea I'm turning into a reality one step at a time, is the addition of a Mortar Team: After the discovery of the trench warfare tech, infantry units will be able to use the mortar promotion. It'll give those units a bit of collateral damage when attacking. The graphics will work somewhat like the siege tower for the city attack promotion. Here's a quick shot of the Stokes Mortar:



The most difficult part of this addition will be animating the figure unit, but I'm looking forward to the challenge. Animating figure units is about the last thing I haven't done, and I've been slowly learning the ropes as I go along. If all goes well, you'll start to see other new animations for units as the mod progresses.

-Smitty
 
When this mod is finaly released, it will be one of the most impressive mods ever. If only for the excellent artwork.
 
Ths units are amazing! Great job!
 
Awsome!!!!

What modcomps do you have in BI?
 
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