How Does One Actually Mod This Game?

Bandobras Took

Emperor
Joined
Jun 27, 2007
Messages
1,923
Location
Orem, UT
As an experiment, I thought I'd try modding the science output of the clinic.

With the trusty SDK in hand and a video tutorial, I made my first attempt, which resulted in no change.

An internet search revealed that one should use <update> syntax to modify existing buildings, which resulted in no change. There is a possibility I screwed up the syntax/logic somewhere, but . . .

Out of idle curiosity, I went and manually edited the XML file for the building in my Steam directory (after making a backup), which resulted in . . . no change.

Where is the game getting its information?

Could somebody post a simple step-by-step guide to creating a mod that changes the Clinc's science yield from 1 to 2?
 
Was this the video tutorial you were using?

You don't want to change the files in your steam directory. When the game starts those files get read in to populate the initial values for the database. When you create a mod you'll be creating new files that change the values in the database from their initial starting point.

You'll want to enable logging. And use SQLite Manager (a firefox plug in)(or some other SQLite viewer) to check the database. It will help you debug issues like what you are currently facing.
 
You don't want to change the files in your steam directory. When the game starts those files get read in to populate the initial values for the database.

But changing the yield for the clinic in the XML file in the game's directory didn't actually change anything in-game; shouldn't it have done so?

And yes, that was the video I used, but trying to change the Clinic's yield didn't work there, either.

I'll attempt to validate logging later, I guess . . .
 
But changing the yield for the clinic in the XML file in the game's directory didn't actually change anything in-game; shouldn't it have done so?

And yes, that was the video I used, but trying to change the Clinic's yield didn't work there, either.

I'll attempt to validate logging later, I guess . . .

If you have Rising Tide then the game will be reading values from the RT version of that file (in the DLC folder) instead of the version in the base game folder. Which is another reason why it's better to make mods instead of editing files manually. ;)


Log files can be very useful diagnosing these sorts of bugs in mods. Look for error messages like "no such column as X" or "unique variable X already exists" in the bottom few lines of Database.log for clues as to why the XML file from your mod is getting rejected.

Note that any error in an XML file will cause the entire file to be rejected, meaning a whole page of correctly coded updates may be ignored because of a single little syntax error on one line.
 
Since I don't have Rising Tide, that doesn't explain it.

The log is telling me that "Row" or "Delete" is expected, and instead got "Where," which means that the advice here is at the very least, incomplete.

Is there a tutorial anywhere that teaches how to change existing things in the game rather than just add new ones?
 
The log is telling me that "Row" or "Delete" is expected, and instead got "Where,"...
That is a syntax error. Can you put the XML you wrote in a code block here?
 
The earlier search did not give me correct syntax, but Kael's Civ 5 guide showed me the proper syntax. Thanks for the all the help.
 
Back
Top Bottom