Making New Mod WoC Compliant

Mknn

Prince
Joined
Dec 17, 2007
Messages
337
Location
Houston
I'm about to start work on a mod, and I want to make sure that I architect and code it so it is fully WoC compliant. Is there any documentation/tips/etc. that I can look at? The threads that would seem to contain that info are largely empty--so I would also volunteer to write up my experience as I go, if that would help.
 
Documentation is a work in progress as I understand it. You can go by the examples contained in the Modules folder though.

If you start out fresh, make sure to have one set of files for every object (unit, building, leader, etc.) you introduce, rather than having all unit art in one file, all texts in another and so on as regular civ (any many mods) do.

Also make sure to not include any definitions you are not changing as these will be inherited from regular CIV (so you won't have to incorporate changes if the units get changed in the next patch).

Finally for those things you change (as opposed to add), only include a partial definition, i.e. only those xml tags you changed and enough xml tags to identify the object you changed.

I guess this is rather abstract right now, but when looking at the examples it should get clearer.
 
Finally for those things you change (as opposed to add), only include a partial definition, i.e. only those xml tags you changed and enough xml tags to identify the object you changed.

Do the xml tags have to be in the same order as they are listed in that Schema xml file?
 
Do the xml tags have to be in the same order as they are listed in that Schema xml file?

Wow, you look at schema files ? I simply edit the existing xml until I have what I want and only verify whether it matches the schema by loading my xml ;)

I'd say yes, as the schema defines what tags appear and in which order (in my understanding), they should be in the same order (but with gaps as you remove the parts you do not change).

I never actually tried a different order though, but that is something you can easily verify as CIV will complain about the xml not matching the schema definition if you violate it.
 
Also, I believe, you can omit tags that are set (by default) to '0' or 'NONE' when adding new content, also.

This is correct for nearly all tags.


Do the xml tags have to be in the same order as they are listed in that Schema xml file?

Technically, I am not sure, but from an organization standpoint they need to be in the same order so others can follow the XML.


Documentation is a work in progress as I understand it. You can go by the examples contained in the Modules folder though.

If you start out fresh, make sure to have one set of files for every object (unit, building, leader, etc.) you introduce, rather than having all unit art in one file, all texts in another and so on as regular civ (any many mods) do.

Also make sure to not include any definitions you are not changing as these will be inherited from regular CIV (so you won't have to incorporate changes if the units get changed in the next patch).

Finally for those things you change (as opposed to add), only include a partial definition, i.e. only those xml tags you changed and enough xml tags to identify the object you changed.

I guess this is rather abstract right now, but when looking at the examples it should get clearer.

This is a very good summary....maybe I should copy it ;)


I'm about to start work on a mod, and I want to make sure that I architect and code it so it is fully WoC compliant. Is there any documentation/tips/etc. that I can look at? The threads that would seem to contain that info are largely empty--so I would also volunteer to write up my experience as I go, if that would help.

No need to write a formal complaint....and this is BETA yet....

As we work out the bugs and incorporate as many modder requests as we can, the exact details of being fully WoC compliant are changing. So once v1.00 is ready for the world, everybody will have documentation....but until then you can look at the Assets folder on the SVN as we are very close to v1.00 there.
 
Fantastic! Thanks for this ...

Are you (or anyone else) aware of any reason that customizing a leader or a civ that is already there would be any different than the workboat example?
 
Fantastic! Thanks for this ...

Are you (or anyone else) aware of any reason that customizing a leader or a civ that is already there would be any different than the workboat example?

It should be the same....if not then we can fix the TAG(S) that are not working right. I am not sure we have tested any changes to existing civs/leaders so I can not be 100% sure....but I am sure it CAN work with a little tweaking if necessary.
 
Back
Top Bottom