Modders Guide to Beyond the Sword

That's a great guide, thanx !

Just a quick question about modularity : how is defined the load order of modular XML ? by file date ?
 
How do you enable the "fat cross" for cities? Is there an option for increasing the city size? Going from 3 with the fat cross to the 2 in bts has been tough...
 
How do you enable the "fat cross" for cities? Is there an option for increasing the city size? Going from 3 with the fat cross to the 2 in bts has been tough...

Sure, the WoC already has a variable city radius....you can pick ANY number and dynamically change it based on events or buildings during the game.

The WoC won't have its first release for another month or two however.
 
Another question about modularity :

I've got 2 modules with 2 differents modulename_French_CIV4UnitArtStyleTypeInfos.xml, not reffering to the same units... only one of those is loaded :/

Do I need to merge them manually ? Or is there anything that I've missed ?

Is it because both refer to the same "UNIT_ARTSTYLE_FRENCH", even if there's not the same unit type in ?
 
i'm trying to get the GG units to not die after combat but rather go back to a friendly city an be available for re-attachment, a la Alexander campaign, but i'm having difficulty reading the XML files i can read the BTS ones but the warlords ones come up with an error message, what free program can i use to look a these files?

Or even better has someone done this, an could you explain what bits i need to port over?
 
Can we mod the scenarios included in BtS?

Definitly. Rhyes and Fall and Road to War are the only SDK mods. Everything else is just XML and python.
 
Is it possible to either make a technology unavailable or a building unavailable for example the SDI -- I hate that thing and want to disable it. Any help would be apperciated, thank you.

:nuke: Sherman:nuke:
 
this is off topic but AdmiralSherman, pretty sure all you need to do is find the CIV4projectsinfo.xml and delete the entire section for SDI.

so just delete this entire section, wrap quotes around it so it doesn't function, or you could just copy this xml file and put it in custom assets and then delete this section, in case you might ever want it back. keep in mind you should really never mess with original files, especially if you play online.

Code:
<ProjectInfo>
			<Type>PROJECT_SDI</Type>
			<Description>TXT_KEY_PROJECT_SDI</Description>
			<Civilopedia>TXT_KEY_PROJECT_SDI_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_PROJECT_SDI_STRATEGY</Strategy>
			<VictoryPrereq>NONE</VictoryPrereq>
			<TechPrereq>TECH_LASER</TechPrereq>
			<AnyonePrereqProject>PROJECT_MANHATTAN_PROJECT</AnyonePrereqProject>
			<iMaxGlobalInstances>-1</iMaxGlobalInstances>
			<iMaxTeamInstances>1</iMaxTeamInstances>
			<iCost>1000</iCost>
			<iNukeInterception>75</iNukeInterception>
			<iTechShare>0</iTechShare>
			<EveryoneSpecialUnit>NONE</EveryoneSpecialUnit>
			<EveryoneSpecialBuilding>NONE</EveryoneSpecialBuilding>
			<bSpaceship>0</bSpaceship>
			<bAllowsNukes>0</bAllowsNukes>
			<Button>,Art/Interface/Buttons/Buildings/SDI.dds,Art/Interface/Buttons/Buildings_Atlas.dds,1,6</Button>
			<PrereqProjects/>
			<VictoryThresholds/>
			<VictoryMinThresholds/>
			<iVictoryDelayPercent>0</iVictoryDelayPercent>
			<iSuccessRate>0</iSuccessRate>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_ALUMINUM</BonusType>
					<iProductonModifier>100</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<CreateSound/>
			<MovieDefineTag/>
		</ProjectInfo>
 
@Kael is there a little more info for trying to make a wonder modular, ive been pulling my hair out for several days

Impaler is the guy you want. He wrote that section (and programmed the modular xml stuff).
 
Does anyone know if the modular loading ini value can be set in the mod's ini? I've been modding BtS the vanilla way (copy the whole file), but this ought to ease the XML portion of my modding. However, I don't want people to force people to edit their ini file just to play my mod.
 
Does anyone know if the modular loading ini value can be set in the mod's ini? I've been modding BtS the vanilla way (copy the whole file), but this ought to ease the XML portion of my modding. However, I don't want people to force people to edit their ini file just to play my mod.
No
Spoiler :

as in Yes I know, and No you cannot use the mod's .ini
 
Well the WoC project will set it.....and anybody can use the WoC once we release it to mod with, being fully modular and EASY :)
 
Better PDF of this guide by Kael :)
 

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