Mod stone resource

Plux

Emperor
Joined
Mar 3, 2002
Messages
373
Location
the Netherlands
Hi I`m pretty new to modding, espec. Civ 5, so I was hoping to ask the right question before wasting too much time on maybe an obvious issue.

I wanted to mod the stone resource to copy the wonder accelerated production capability ffrom marble, but then for buildings. So I went to find out about ModBuddy and the XML structures and found this:

<Row>
<Type>RESOURCE_MARBLE</Type>
<Happiness>4</Happiness>
<TechCityTrade>TECH_MASONRY</TechCityTrade>
<Description>TXT_KEY_RESOURCE_MARBLE</Description>
<Civilopedia>TXT_KEY_CIV5_RESOURCE_MARBLE_TEXT</Civilopedia>
<ResourceClassType>RESOURCECLASS_LUXURY</ResourceClassType>
<ArtDefineTag>ART_DEF_RESOURCE_MARBLE</ArtDefineTag>
<AltArtDefineTag>ART_DEF_RESOURCE_MARBLE</AltArtDefineTag>
<WonderProductionMod>15</WonderProductionMod>
....

Now my question is if I copy this tag in the stone XML, how/where do I alter the game logic/XML parser to incorporate the new to make <BuildingProductionMod> XML-tag..
 
Now my question is if I copy this tag in the stone XML, how/where do I alter the game logic/XML parser to incorporate the new to make <BuildingProductionMod> XML-tag.

In the DLL source code (should be also possible with Lua using some tricks). Also you need to add this column to the table using SQL or XML.
 
which table are you referring to?? like a meta description of tag-possibilities??? do you advise lua or dll-coding, I have no clue about either one
 
I mean the database table called Resources, defined in Civ5Resources.xml file. It doesn't have a coulmn named BuildingProductionMod, so you need to add it, for example using this SQL code:

Code:
ALTER TABLE Resources ADD COLUMN BuildingProductionMod integer DEFAULT 0;

But also you need to make it work using some Lua or C++ code. I'd do it using C++, it's the more "natural" way of doing it, Lua would require using a trick like a hidden building.
 
Back
Top Bottom