i am a noob moron,but....

arkhan76

Chieftain
Joined
Nov 4, 2005
Messages
7
Guys,i have a big problem:i have modified earth.civ4worldbuildersave to create a scenario...i have re adapted the civs(romans,egyptians,greeks,etc) to create a situation like the one before the fallen of Roman Empire(i have done all only using the inner editor,no python or xml)....but now i don't know how set the tech tree to stop the tech evolution to middle age and set a beginning and ending time for my scenario...
i Have tried to download some XML editor(and have tried to create a little text.xml) but i don't know how to create an interaction between my map and the xml

PLEASE HELP ME
 
Feel free to correct me if I'm wrong but it sounds like you're looking to make a full-blown mod and not merely a custom map. The files you would need to change and thus include with your mod are located outside your WorldBuilderSave.
 
Ok..but i'd need to know(step by step)how i can create the scenario i was talking in my post modifing the things i need to modify how set the tech tree to stop the tech evolution to middle age and set a beginning and ending time for my scenario...
i Have tried to download some XML editor(and have tried to create a little text.xml) but i don't know how to create an interaction between my map and the xml
 
1) You don't need an xml editor. Notepad/Wordpad handles them perfectly.

Try to find an .xml with the properties of the techs & make every tech that shouldn't be research cost 99999999999999 or so beakers.

Oh yeah: DON'T REPLACE THE ORIGINAL FILES! PUT THE NEW FILE INTO EITHER A NEW MOD FOLDER OR THE CUSTOMASSETS FOLDER!
 
If you go look at CIV4TechInfos.xml located in your \Assets\XML\Technologies folder you will see that each tech listed has a bDisable field set to 0. Logic would suggest that setting the tech entries for eras past medieval to 1 would prevent them from being researched. You would then include that changed xml file along with all the other necessary ones (see the official mods that shipped with the game for an example) in your own mod folder and try that.
 
Paasky said:
1) You don't need an xml editor. Notepad/Wordpad handles them perfectly.

Try to find an .xml with the properties of the techs & make every tech that shouldn't be research cost 99999999999999 or so beakers.

Oh yeah: DON'T REPLACE THE ORIGINAL FILES! PUT THE NEW FILE INTO EITHER A NEW MOD FOLDER OR THE CUSTOMASSETS FOLDER!

Tnx man...but now there is the other problem:i have a edited map,but i don't know how to do to interact the xml with the map
 
Just edit the xml files so like the above poster said, and put them into a new mod folder, along with the map. Load the mod, in the main menu by going to advanced --> load a mod --> <your mod name>
then it will load the modded xml files and your map.



... but it might not be exactly like that. I haven't actually installed a mod yet, so Im nmot sure.
 
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