Lost Wonders Mod

Thanks for all the improvement suggestions, some of the ideas can be only done with python scripts. A new feature has the lack of a missing description in the game. So you have to edit all the screens too, it would be more comfortable with the SDK.
 
How do you open/save the .tga files in assets/res/fonts so that the game recognizes your changes?

I added some stuff in there, some new resource icons, but when I was in-game, they only showed as blank spaces in the mouseover tooltip as the default ones do. The default ones somehow still showed their icons appropriately.

If my open/save isn't the problem, then how would you recommend I add new resource icons to those files?

Sorry for the de-rail, but this is one of the few instances I've noticed where someone has edited these files.
 
Hi there!

My question is the same as ScorpionII asked: how do I combine it with other mods. I presume, if I choose to load a mod, then another one, I will have only the last loaded mod active. So, what happens, if I copy the files of various mods into one folder and choose to load that? (I mean, if the affect separate files, of course.) Maybe a n00b question, but I´m not very familiar with modding the CIV...
 
Bal-Rog - Most or all of the files from this mod won't be affecting another mods files. Most. :) At least they didn't for me.

Since I'm at work I'll try to explain a bit and hopefully not confuse anyone with mis-typing....

First off I'd take the mod you want to add this to and copy/rename it something else. You can then open up this mod and get into the Art and XML subfolders and start copying the files and moving them over to your renamed mod folders. In most cases with this mod you won't be taking files over that are in another mod so it's a simple copy job. In the off chance there is a common file you'll need to open both files up (using word or a free program. I use XML marker.) and see what's different. If there are any differences copy the new part from the Lost Wonder mod file and paste it at the end of your mod. Resave the file and you should be all set.

Sorry if this sounds scattered, but it's tough from work with no files/folders in front of me. I had never done any of this prior to Civ4 so I may be making it harder than it could be as well. But....if I can do it, anyone can! :D

Good luck
 
Thanks, Woodelf!

Your explanation is clear and sound. :)
I had a similar idea to the point comparing the common files and do the copying, but I don´t have an XML editor so I got stucked... but then moved on to play CIV4 with what I´ve tinkered (practically copied files in one folder) this far, and it works (!) (I´m after work and a bit too tired to concentrate, but maybe tomorrow I give "modding" an another chance.)
 
Agraza said:
How do you open/save the .tga files in assets/res/fonts so that the game recognizes your changes?

The tga files have a alpha layer, if you put in a new icon you will need also a greyscale alpha layer in the same slot. If your program can not handle those files try DXTbmp, it can export the layer as bmp.
 
Bal-rog : Glad to help. Google XML marker or find another free utility. That's all I did.
 
when I loaded up civ4 it had a little icon of altova xml, so I went to their site and it seems they have a personal use free version. I've been using that. I figure the firaxis team probably used their professional tools and that's why they display them in the civ4 launch.
 
Will this work in customassets? What foler should it go in if I wanted to put it in customassets? Should I just extract the stuff in the assets folder into the customassets folder?
 
Can you make The workshop the same in old civilizations?.. like updating all units to latest ones
 
Frontbrecher said:
New National Wonders
======================================================

Cure for Cancer
+1 health and +1 happiness


How would I make this National Wonder a Great Wonder?
 
GraveEatr said:
How would I make this National Wonder a Great Wonder?

wouldn't it be a technology?
 
I downloaded this but i cant get it to work rite
wat do i hab to do????
put the files in to some folders???? but how n where???
 
cure for cancer should be a commodity, like hit singles. Make building the cure give you 7 commodities that provide +1 health and +1 happiness.
 
I think I will be making a version that splits up all the Buildings/Wonders into seperate files so they can be activated/deactivated individualy with ModSwitcher. It also makes them easier to Mod which many of them need.

And yes I agree the Fish market is kind of silly and redundant (we already have a Fish resorce we dont need Tuna as well)
 
...Wow. I didn't even notice the Great Wall was gone until just this minute.

How are you putting in the movies? Or is there a tut somewhere I missed? :D
 
I was checking the files in KDiff3 against the original files (from patch 1.52) to make sure nothing was changed in the patch, and ran across something interesting.... The value for "iNukeExplosionRand" in your file is 1000, but in the Civ4 original file it is 2000... Is this a change you made, or something that changed from 1.09 to 1.52? Also, what is the effect of this change? Does it increase or decrease the chance?

For now I'm setting it to what is in the original Civ4 file....
 
I guess I should have checked compatibility....

I try loading this with patch 1.52 and I get an XML error as follows:

"Tag: BUILDING_COPERNICUS in Info class was incorrect
Current XML file is: Buildings/CIV4BuildingInfos.xml"

It repeats the error for every added wonder. This error also occurs with a completely clean CustomAssets folder and only unmodified files from the archive, so I know it's not a conflict.
 
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