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So we can edit the XML but where do we modify the code that works with those XML/DB values?

For example, say I wanted to add a new BUILDING that worked the same as the Fertilizer tech; if you built this building it would add +1 food to non-river tiles. The CIV5Buildings.xml has no options to modify non-river tiles. CIV5Improvements does (Improvement_TechNoFreshWaterYieldChanges) but it's only for techs and not buildings.

So it couldn't be done? No way to change the underlying code, you just have to work with the XML/DB schema given?
 
To Kael, since you seem to be around: Before I start digging through FFh files, would, say, a Fireball spell be coded in a similar way in Civ5 as it was in Civ4? (Ie a button that spawns a unit)

Edit: Guess not, since you'd need LUA.. bleh

Yeah, all of the spells in FfH required a large change in the DLL. There is no spell system in civ4. Nor in civ5, from what I've seen. :p
 
So we can edit the XML but where do we modify the code that works with those XML/DB values?

For example, say I wanted to add a new BUILDING that worked the same as the Fertilizer tech; if you built this building it would add +1 food to non-river tiles. The CIV5Buildings.xml has no options to modify non-river tiles. CIV5Improvements does (Improvement_TechFreshWaterYieldChanges) but it's only for techs and not buildings.

So it couldn't be done? No way to change the underlying code, you just have to work with the XML/DB schema given?

As yet, no, you cannot add entirely new mechanics. Well, not easily. Could probably work through Lua to do what you want, but it would be clunky.

DLL access WILL come, but not for a few months.
 
As yet, no, you cannot add entirely new mechanics. Well, not easily. Could probably work through Lua to do what you want, but it would be clunky.

DLL access WILL come, but not for a few months.

Thanks. That sucks, pretty much everything I wanted to do required some new mechanics. :(
 
Yeah, all of the spells in FfH required a large change in the DLL. There is no spell system in civ4. Nor in civ5, from what I've seen. :p

Really? I thought FFh was out before they released DLL access - afaik early FFh was all Python until it was converted. Could be wrong, but I was playing it back then, so I should remember... But then again, I don't remember what I had for breakfast this morning, so meh.
 
I can't create a new mod, I choose the name, then type the details (author, special thanks, desc. I fill them all), and clicking Ok on that it says "The project file could not be loaded. An error ocurred while parsing Entity Name. Line 12, position 11 (..)" then the (..) stands for the full path to the .civ5proj it was trying to create.
 
sounds like a syntax error :P
 
Apparently the problem was my description, it might have been too big (just a paragraph and 4 lines actually) or could be because I used dashes in it. Weird.

Thanks very much for the help you guys, it set me to looking in the right places!
Edit: Was because I had used '&' in the description.
 
Really? I thought FFh was out before they released DLL access - afaik early FFh was all Python until it was converted. Could be wrong, but I was playing it back then, so I should remember... But then again, I don't remember what I had for breakfast this morning, so meh.

The first version of FfH was around before source code was publically available. It was limited but what could be done with the SDK (and I did have a very ugly hack to summon fireballs). FfH1 was my opportunity to do everything I could without the SDK. I learned XML, I learned python. It forced me to start small and not dive right into big hard things like a spell system.

In retrospect it was a very good way to go. It forced me to learn the basics and start small. I would encourage everyone to do the same with the tools we have (and you would be surprised what can be done).

I wrote a big design doc for everything I wanted in FfH, then just started doing the things I could do. By the time I was up to the big things the source code was ready.
 
That's exactly what I'm thinking, as someone new to modding. It's great that the tools are limited for now, or my head would spin with the possibilities. Let me dive into XML & Lua first, and some months from now I should be itching for some C++ :D
 
The first version of FfH was around before source code was publically available. It was limited but what could be done with the SDK (and I did have a very ugly hack to summon fireballs). FfH1 was my opportunity to do everything I could without the SDK. I learned XML, I learned python. It forced me to start small and not dive right into big hard things like a spell system.

Fair point, but then tbh it's big gameplay mechanics purely that interest me. I've not got the time to make a total conversion, and otherwise I doubt I'll manage to get enthusiasm for UI / unit / building mods unless they are framed in some new gameplay mechanic (e.g. Revolution, or the Redistribution / Advisor stuff I was doing on Civ 4)

Shame and slightly frustrating, but completely understandable... I imagine they want to get the code stable and a few patches out the way, not to mention tidy up after the mad rush for release.

Just I was fooled by the term 'SDK' which classically to me means 'the code libraries'
 
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