Do civ4 mods work with warlords

Gzeolla

Chieftain
Joined
Aug 4, 2006
Messages
7
Hi i was wondering if the civ4 mods work with the warlords edition. i made my own mod with a program that was on this site the name is civ4editor. and i was wondering if i would be able to use my mod for the warlords edition. I read somewhere on this site that all i have to do is put the mod i made in the warlords mod folder. I did that but i got a whole bunch of errors when it was loading the mod. if you have any ideas please help. but keep in mind i didnt mess around with the files so you can call me a newbie. just need a little guidence from a vet.
 
There is more to it than changing the file extension name to Civ4WarlordsWBSave or whatever it is. I have asked for days now for feedback from modders on how they are converting their big mods to Warlords, and apparently they are either too busy to respond, or are starting from scratch instead of updating their old files.

I still hold out hope that we will be able to step through editting files instead of starting over.
 
wotan321 said:
There is more to it than changing the file extension name to Civ4WarlordsWBSave or whatever it is. I have asked for days now for feedback from modders on how they are converting their big mods to Warlords, and apparently they are either too busy to respond, or are starting from scratch instead of updating their old files.

I still hold out hope that we will be able to step through editting files instead of starting over.

Whatcha talking about wotan? I have slowly converting my mod components to be compatible with Warlords and providing them along side with the v1.61 compatible versions. Yes, I have been busy, look at all the new stuff I have released this week alone plus I am working on a composite mod, I am actively working on several new components, having a child (due any day now), have work, etc., etc., etc.

So yep, some of use are quite busy :D
 
So yep, some of use are quite busy

Yes, that is what I said in my earlier post. Let me clarify. I said that modders had not responded to questions about adapting mods for one of two reasons.

1) They are too busy updating their own mods to respond, or
2) There is no way to modify the old files, and they have to start over from scratch.

I know you guys are very busy, and I, along with many many more people, are thrilled by the great mods you all are creating. Thanks for all the hard work.

And congrats on the upcoming child! Remember, sleep is over-rated <g> I think we will understand that parenting may sometimes take priority over Civving, but it doesn't have to be a habit.

In any case, sorry if I was not clear in my post. You creators are doing a great job. I would love to hear about the steps you are taking to upgrade your mods to Warlords. Are you relying on the log files for error correction? What software are you using?
 
Thanks everyone for the input i also appreciate the work that all the modders do if it wasnt for them everyone would be playing the original boring maps and mods that come with the game so all in all i say a big thankyou to everyone who replyed and definitly to all the modders out there Thank you very much!:goodjob:
 
wotan321 said:
In any case, sorry if I was not clear in my post. You creators are doing a great job. I would love to hear about the steps you are taking to upgrade your mods to Warlords. Are you relying on the log files for error correction? What software are you using?

Well there are several things that I have done to make porting my code to Warlords a lot easier.
1) I mark most if not all of my changes in XML, python or the SDKs with start and end tags.
2) In XML and python I have tried to keep my changes as isolated as possible from the vanilla files... this is one of the reasons why I pushed so hard for people to start using Dr. Elmer Jiggle's custom event manager... yes I knew ahead of time that this was going to happen - the incompatabilities between Civ4 and Warlords - I just couldn't really tell anyone not part of the Warlords beta testing team.

I am using windiff and VS.NET 2003 for the SDKs and VS.NET 2005 for XML and python hacking.
 
Thanks TheLopez,

That is exactly what I have wanted to know. Fantastic.
 
The only mod I've converted is a New Civ mod, it took about 30 minutes, and would probably be quicker now that I don't have to serach which bits to change.

The easiest way, if you've created a mod, is probably to copy the files from Warlords and then cut-paste the bits you changed previously in. They don't seem to have removed anything in Warlords, but several XML files have extra lines now.

Not sure how it would work with more complex mods.
 
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