Modders Guide to Beyond the Sword

:lol: Well I certainly didn't notice that line... Is it possible to see Boudica naked then too? :lol: ;)
 
:lol: I saw that. I was HOPING it was just a joke... but now I'm wondering if we just lost the "E" rating... :D
 
Kael, is there such a detailed and structured modder's help for vanilia civ4 too?
I am no modder but such a great help would push me to learn into it...
 
Kael, is there such a detailed and structured modder's help for vanilia civ4 too?
I am no modder but such a great help would push me to learn into it...

No, that would be nice. Unfortunatly this is over 40 pages of information just on the new stuff in BtS. Trying to do the same for all of Vanilla would be a massive project.

But there are a ton of excellent guides in the creation and customization / guides forum. Maybe not as consistent since they were written by a wide variety of folks, but it is great information. Even better there are tons of examples of how all the things in vanilla work in all the mods that are already out there.
 
Thanks Kael!!!! This is a great treat as we await BtS! I know I'm excited about the art aspects of it, specifically the promotions thing - definitely usefull!!!!
 
wow - what a thread!

Kael said:
By modifying the SDK you can create alternative types of StyleUnit logic with their own xml files and logic structures such as Units which show different Artwork based on how heavily they are damaged or the presense of specific Promotions.

yeha :goodjob:
I made this by python checks but this is slow like hell on huge maps in the late game. THX so much! BtS Team ROCKS!
 
Well done!

But I was randomly wondering if there is a way to give the same unit a different name depending on the civ similar to how it's done with the art define?
 
From the way you've described it, it sounds like the art will be culture-specific, rather than civ-specific. So I'm wondering how this might play out if, say, you want to define different graphics for two civs in the same culture group. America and England are both European, so if I wanted to give America the Sherman Tank and England the Churchill, would that entail defining entirely new artstyles (e.g. ART_AMERICAN and ART_ENGLISH) or it can it be done as-is?

The modder can create as many different unit art types as they want. Its up to you if you want to create cultural groups and have several civs use that definition. Or if you want to create a different unit art type per civ.
 
Definitely looking forward to not having to touch the formations file for every single new unit!! Also some nice new attributes in the XML (most of which were already in FfHII ;) ) and the flavour units will be easy now, you won't have any civs with fifty different unique units that only change the graphics.

It might be worth a shot to see if I can do anything with the promotions (I'm hoping that maybe you could make a regular unit become horseback with a promotion - but then it would need new animations so I'm guessing this won't work..)

Anyway, good job on the documentation Kael :goodjob:
 
Definitely looking forward to not having to touch the formations file for every single new unit!! Also some nice new attributes in the XML (most of which were already in FfHII ;) ) and the flavour units will be easy now, you won't have any civs with fifty different unique units that only change the graphics.

It might be worth a shot to see if I can do anything with the promotions (I'm hoping that maybe you could make a regular unit become horseback with a promotion - but then it would need new animations so I'm guessing this won't work..)

Anyway, good job on the documentation Kael :goodjob:

Yeah, I know I was vague in writing that section. There is a scenario that uses that functionality, but I haven't been able to figure out how to do it. I dont think you can change animations through it so your horse idea wouldnt work.

The only way I can figure out to get a unit to appear on horseback or not would be to have 2 seperate models, one mounted and one not. Then you would need and SDK change to intercept where the art definition is pulled and redirect it to another art definition if the unit has the promotion.

Impaler could probably put something together like that in a few minutes. It actually wouldn't be hard to create a unit art style on a promotion that would cause units with that promotion to use that unit art style. So if a swordsman has the "mounted" promotion he uses the UNIT_ART_DEF_SWORDSMAN_MOUNTED model instead of the normal one. Or a wizard that has the undead promotion uses the UNIT_ART_DEF_LICH model instead of the normal one, etc.

The big change in BtS (thanks to Impalers code) is that you don't need new units for all of this, just art definitions. It makes it so much simpliar.

@TheLastOne- yes, its a joke. The MAX_NATIONAL_WONDERS_PER_CITY_FOR_OCC define is self explanitory.
 
Kael

I have one quick question about the City Style Art that was introduced in Warlords. I don't know anything about modding so I had trouble reading the entire post, anyways..

In Warlords, the Mesoamerican, European, and Middle East city styles have different tags in the XML sheets, but in gameplay there is no difference between the three styles. The Greco-Roman, and Asian styles work fine, but these three are exactly like each other. Is this going to be fixed in BtS? (A side question: Is there any African city style in BtS, instead of having them share the Middle East style?)

I seriously would like to thank you for any help, cause this one aspect of BtS I most look forward to! :)
 
Let the speculation begin! :lol:

Here is something I've noticed that could make Golden Ages more useful, if I'm interpreting it correctly.

BASE_GOLDEN_AGE_UNITS- Changed from 2 to 1

Perhaps the first Golden Age now only requires one Great Person??? Wow! That's fantastic! If I'm interpreting it right, and if it's true for the Epic game, it will be a major boost to Golden Ages. Now I'll actually spend Great People on Golden Ages! And the Wonder which increases the length of Golden Ages won't be so bad after all! :goodjob:

This would be very cool and would also boost the power of that new Wonder that make Golden Ages longer.
 
Kael

I have one quick question about the City Style Art that was introduced in Warlords. I don't know anything about modding so I had trouble reading the entire post, anyways..

In Warlords, the Mesoamerican, European, and Middle East city styles have different tags in the XML sheets, but in gameplay there is no difference between the three styles. The Greco-Roman, and Asian styles work fine, but these three are exactly like each other. Is this going to be fixed in BtS? (A side question: Is there any African city style in BtS, instead of having them share the Middle East style?)

I seriously would like to thank you for any help, cause this one aspect of BtS I most look forward to! :)

I know it seems odd considering how much information we just released, but I am still under NDA. I got approval from Firaxis to release these technical specs to give modders some help getting started (and serve as a reference once BtS releases). But I can't answer questions about what gameplay stuff is in BtS, you will have to check out screenshots and press releases for that.
 
Kael

I have one quick question about the City Style Art that was introduced in Warlords. I don't know anything about modding so I had trouble reading the entire post, anyways..

In Warlords, the Mesoamerican, European, and Middle East city styles have different tags in the XML sheets, but in gameplay there is no difference between the three styles. The Greco-Roman, and Asian styles work fine, but these three are exactly like each other. Is this going to be fixed in BtS? (A side question: Is there any African city style in BtS, instead of having them share the Middle East style?)

I seriously would like to thank you for any help, cause this one aspect of BtS I most look forward to! :)
The reason is that in warlords only greco roman and asian styles actually got different art. Check out the graphicmods here on the forum. I believe Geomodder made a modcomponent that gives ethic diverse cityart but doesn't affect gameplay in any other way.
 
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