Help please!

Nuukov

Warlord
Joined
Aug 23, 2009
Messages
146
Hey all.
I have been wanting to make a mod to change a few social policies, but I don't know how. I have looked in Kael's guide and I have searched around - could somebody point me to a guide or tutorial, or just tell me how to do it ( as simple as possible please :crazyeye: )?

Thank you :)
 
Sure, we can point you to a guide that explains it: Kael's guide.

It's not going to get any simpler than that. If you want to make mods, then you need to understand what he was explaining in that guide. If you can't grasp those basics, then you're not going to be getting much done. XML editing is simple; there's a few headaches as you're first learning the syntax, but once you understand the basics you'll be able to mod a LOT of things.

So spend some time reading through his tutorial again, and once you feel like you have a decent grasp of the concepts, try making a mod of your own. If it doesn't work, THEN come on here and ask for feedback on your specific code. We should be able to iron out any issues quickly, and you'll be on your way to expert moddom. (Moditude?)
 
Ok thanks - it's just when I did look there was nothing for Social Policies - but I guess that will become easy when I know XML - ok, thank you.
 
There isn't a lot of specific information on how to mod every aspect of the game, mainly because the whole point of modding is to get your hands dirty and work out what makes a game tick...

The guides available, specifically Kaels, are great at introducing the tools for XML / LUA modding and coming up with something simple for your first mod is important. For my "Early Exploration" mod I wanted to replace the starting Warrior unit with a Scout for all Civs, and it took some time sifting through the various XML files to understand where that is set.
 
Ah - ok.
Well I will read through the guide and give it a shot hehe.

EDIT: Well, I am not sure if it will be possible. I wanted to change the Order policy tree to this:

Effects:

-Order: Buildings cost 15% less production to build.
-Collective Farming (Replaces United Front): Farms have no maintence cost and provide +0.5 food.
-Public Property (Replaces Nationalism): Reduces Maintenence cost of buildings by 10%.
-Socialism: Reduces the amount of unhappiness produced from cities by 50%.
-Planned Economy: For each 5 hammer produced by a city it will also produce 1 extra gold.
-Communism: +1 hammer on each tile owned by a city.

Now I'm not sure if it will work, but if you lot don't think it is too extreme, I will try to give it a shot.
Or someone could help me, maybe. :)
 
Workers stop working if there is enemy 3 or 4 tiles away. Is there a way to disable it?
 
Ok, I have changed my mind (for now) and I am trying to create a UU and UB.

I have started on the UU. It will be the T-34 tank (replacing the tank) but it will be for Russia and will replace the Cossack UU.

This is what I have so far:

<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 5/7/2011 3:37:05 PM -->
<GameData>
<Row>
<Class>UNITCLASS_TANK</Class>
<Type>UNIT_T-34</Type>
<PrereqTech>TECH_COMBUSTION</PrereqTech>
<Combat>50</Combat>
<Cost>225</Cost>
<Moves>4</Moves>
<CombatClass>UNITCOMBAT_ARMOR</CombatClass>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_FAST_ATTACK</DefaultUnitAI>
<Description>TXT_KEY_UNIT_TANK</Description>
<Civilopedia>TXT_KEY_CIV5_INDUSTRIAL_TANK_TEXT</Civilopedia>
<Strategy>TXT_KEY_UNIT_TANK_STRATEGY</Strategy>
<Help>TXT_KEY_UNIT_HELP_TANK</Help>
<MilitarySupport>true</MilitarySupport>
<MilitaryProduction>true</MilitaryProduction>
<Pillage>true</Pillage>
<IgnoreBuildingDefense>true</IgnoreBuildingDefense>
<Mechanized>true</Mechanized>
<GoodyHutUpgradeUnitClass>UNITCLASS_MODERN_ARMOR</GoodyHutUpgradeUnitClass>
<AdvancedStartCost>50</AdvancedStartCost>
<XPValueAttack>3</XPValueAttack>
<XPValueDefense>3</XPValueDefense>
<UnitArtInfo>ART_DEF_UNIT_TANK</UnitArtInfo>
<UnitFlagIconOffset>57</UnitFlagIconOffset>
<PortraitIndex>13</PortraitIndex>
<IconAtlas>UNIT_ATLAS_2</IconAtlas>
<MoveRate>WHEELED</MoveRate>
</Row>
</Units>
<Unit_FreePromotions>
<Row>
<UnitType>UNIT_T-34</UnitType>
<PromotionType>PROMOTION_IGNORE_TERRAIN_COST</PromotionType>
</Row>
</Unit_FreePromotions>
<Unit_AITypes>
<Row>
<UnitType>UNIT_T-34</UnitType>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
</Row>
<Row>
<UnitType>UNIT_T-34</UnitType>
<UnitAIType>UNITAI_DEFENSE</UnitAIType>
</Row>
<Row>
<UnitType>UNIT_T-34</UnitType>
<UnitAIType>UNITAI_EXPLORE</UnitAIType>
</Row>
</Unit_AITypes>
<Unit_ClassUpgrades>
<Row>
<UnitType>UNIT_T-34</UnitType>
<UnitClassType>UNITCLASS_MODERN_ARMOR</UnitClassType>
</Row>
</Unit_ClassUpgrades>
<Unit_Flavors>
<Row>
<UnitType>UNIT_T-34</UnitType>
<FlavorType>FLAVOR_RECON</FlavorType>
<Flavor>1</Flavor>
</Row>
<Row>
<UnitType>UNIT_T-34</UnitType>
<FlavorType>FLAVOR_OFFENSE</FlavorType>
<Flavor>2</Flavor>
</Row>
<Row>
<UnitType>UNIT_T-34</UnitType>
<FlavorType>FLAVOR_DEFENSE</FlavorType>
<Flavor>2</Flavor>
</Row>
</Unit_Flavors>
<Row Tag="TXT_KEY_UNIT_T-34">
<Text>T-34</Text>
</Row>
<Row Tag="TXT_KEY_UNIT_HELP_T-34">
<Text>The T-34 tank costs 50% less to build and it ignores terrain movement cost.</Text>
</Row>
<Civilization_UnitClassOverrides>
<Row>
<CivilizationType>CIVILIZATION_RUSSIA</CivilizationType>
<UnitClassType>UNITCLASS_TANK</UnitClassType>
<UnitType>UNIT_T-34</UnitType>
</Row>
</Civilization_UnitClassOverrides>
</GameData>

I am not 100% what I am doing xD But I think I have that right. I now want it to replace the Cossack UU. But then how do I make it itself repaces the Tank? I am quite confused - help please!
 
*Bump

I would like a bit of help.

The T-34 is supposed to be 50% cheaper and ignores terrain cost. I want to remove the Cossack and replace it with this, but the T-34 itself replaces the tank. Help?
 
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