Actually, it's quite easy until you get to the visuals (I think, but that's because I suck at that.) From newbie to newbie:
The CIV4CivilizationsInfos.xml has the leaders for each civ, wrapped in the <Leader> tag:
Code:
<Leader>
<LeaderName>LEADER_SALADIN</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
CIV4LeaderHeadInfos has te leader code, and lots of this is overwhelming, but much of it is only needed if the AI should be able to play him (it informs the AI how fast he forgets that you didn't help him etc.) - if you make the civ non-ai playable, you get around this.
in CivilizationInfos, you can set
Code:
<bAIPlayable>0</bAIPlayable>
otherwise, you can just copy an existing leaders code that's similar to, say, Nero if you wish.
The traits are easy. in the CIV4LeaderHeadInfos file, you can then change the tags <traits> to whatever you wish.
Code:
<Traits>
<Trait>
<TraitType>TRAIT_PHILOSOPHICAL</TraitType>
<bTrait>1</bTrait>
</Trait>
<Trait>
<TraitType>TRAIT_AGGRESSIVE</TraitType>
<bTrait>1</bTrait>
</Trait>
</Traits>
you can even define new ones, in CIV4TraitInfos.
Then, the artwork. I'm a newbie there. it's defined in the art_def tag and gets you to the file
CIV4ArtDefinesLeaderhead (in the Art folder). That's where the ART_DEF_LEADER_SALOMON in the Leader file points to.
There, we have:
Code:
<LeaderheadArtInfo>
<Type>ART_DEF_LEADER_SALADIN</Type>
<Button>,Art/interface/LeaderHeads/Btn_LH_Arabia_Saladin.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,6,11</Button>
<NIF>art/LeaderHeads/Saladin/saladin.nif</NIF>
<KFM>art/LeaderHeads/Saladin/saladin.kfm</KFM>
<NoShaderNIF>art/LeaderHeads/Saladin/saladin_noshader.nif</NoShaderNIF>
<BackgroundKFM>art/LeaderHeads/Saladin/saladin_BG.kfm</BackgroundKFM>
</LeaderheadArtInfo>
The dds file is the static one, the nif ans kfm (I believe) are the 3d moving heads (?) but I think you can replace those with static pictures in dds too, just that I would still like to know how.
