Modders Guide to Beyond the Sword

Is there a good reason why ModularLoading is set to 0 by default? For modular mods that should work 'out of the box', this is an inconvenience that many people will stumble over.
 
PrereqCorporation- The unit can only be trained in cities with the specified corporation
I wonder if this can propel corporations from another flavour of culture to something useful.

Imagine a mod with a corporation using oil and aluminum that can produce a UU that can be sold to other civs, much like it is done today.
 
Is there a good reason why ModularLoading is set to 0 by default? For modular mods that should work 'out of the box', this is an inconvenience that many people will stumble over.

This is something which I will give clear Instructions on in my PnP forum which hopefully is the easiest place to find your new Modules

Working on writing the HOW TO: now.
 
So much information... I'm trying to find the link to the templates folders mentioned in the Modular XML section... I've looked in the plug and play forum, I've done a find in Firefox for "template" on the post and a lot of other things... am I overlooking something really obvious? I read through the post on modular xml again looking for where I missed it, and in the table of contents for possible links.


How do you include GameText files in the Modules directory? They've always been naturally modular, and the file name for them has never seemed to matter, so I'm not sure what the naming conventions should be. I copied over my old GameText files for pre-BTS into my module's directory with the other files, but they are not loaded, with no effect ingame. I tried re-naming them following the recommended naming schemes, and they still had no effect.
 
So, there is no way yet to create modules with specifics sounds or music? Like a LH music or unit speaches?
 
So, there is no way yet to create modules with specifics sounds or music? Like a LH music or unit speaches?

The "modular" functionality of BtS is just for modular XML. It doesn't apply to art or sounds files. But in my opinion those files are already modular, you can distribute a modpack that adds new art and sound files even with vanilla Civ4. The problem has always been merging together all the definitions for those files (the XML), which is what Impaler has provided with BtS's modular XML functionality.

Thats my thoughts at least, if I am understanding your point.
 
Right,
I would like to understand how to make it work. I already know how to make a modular Civ, containing some art files, like leaderhead an units. But I didn't realize hoe to put music on the module too.
 
Right,
I would like to understand how to make it work. I already know how to make a modular Civ, containing some art files, like leaderhead an units. But I didn't realize hoe to put music on the module too.

Ahh.. I see what you are saying. I didn't realize the Audio xml files weren't included. You are correct. I assume there must have been a technical challenge to adding the audio files, since Impaler added just about everything else. Hopefully he will be able to work something out for it.
 
I'm working on a Brasilian Civ. Indeed there is a portuguese speachs on bts, the accent is completely diferent from brasilian portuguese. Make a new Civ without new music and unit spechs sounds flavorless...

There is any hope to fix that???
 
Hi, first post on this forum so excuses for any stupid mistakes.

Anyway, I've played around with modding BtS and have no real problem adding more religions EXCEPT for the game using the corporate symbols in the score list of the right lower part of the screen. I'm guessing this is because the font files (Assets/res/Fonts/*) have the corporate symbols directly after the religious symbols. Is there any way to work around this?

To clarify, I don't want to replace any existing religion, I want to add a new one (and without removing any corporations).
 
Any information on gametext files? I temporarily placed the ones for my modules back in the XML directory where the work fine, but I'm not sure how to include them in the modules directory.
 
The only way to include Audio files into a Modular folder is by making one huge universal File which includes ALL modules audio files. So come over to the PLUG AND PLAY FORUM which is where I will be keeping modules and looking after the universal audio files.

PLUG AND PLAY FORUM IS HERE~!
http://forums.civfanatics.com/forumdisplay.php?f=255
 
Where do I place the Audio files? If that is what you are asking here is the answer. MODS/{YOUR MOD}/ASSETS/XML/AUDIO
your modules go into MODS/{YOUR MOD}/MODULES

Note Audio files can NOT be in modular form. they must include the Universal audio files found on the Plug and play Forum. Got any new audio entries to add into the file.. submit them and I'll add them right in.
 
Is there a good reason why ModularLoading is set to 0 by default? For modular mods that should work 'out of the box', this is an inconvenience that many people will stumble over.

Just want to second this. After recognising that everybody would have to edit the ini to activate modular loading explicitly, I nearly decided not to do my mods in a modular fashion to keep people from stumbling. The advantage of modular xml on the other hand is not negligible, so I will go for it with the hope a future patch for BtS will fix this default value to 1.
 
Holy crap that is much to read Kael. Thank you, this makes life much easier :)
 
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