Modders Guide to Civilization V

It is not working in my mod, where is error

HTML:
<GameData>
      <!--deleting two units from Rome -->
        <Civilization_UnitClassOverrides>
             <delete CivilizationType="CIVILIZATION_ROME"/>
        </Civilization_UnitClassOverrides>
	 
          <!-- add two new buildings -->
	<Civilization_BuildingClassOverrides >
		<Row>
		       <CivilizationType>CIVILIZATION_ROME</CivilizationType>
		       <BuildingClassType>BUILDINGCLASS_WATERMILL</BuildingClassType>
		       <BuildingType>BUILDING_FLOATING_GARDENS</BuildingType>
		</Row>

		<Row>
			<CivilizationType>CIVILIZATION_ROME</CivilizationType>
			<BuildingClassType>BUILDINGCLASS_WINDMILL</BuildingClassType>
			<BuildingType>BUILDING_COFFEE_HOUSE</BuildingType>
		</Row>

	</Civilization_BuildingClassOverrides>
</GameData>
 
XML is case sensitive, so it's <Delete /> and not <delete />, which will be causing the entire file to fail (and will also be reported in either database.log or xml.log), so, enable logging and check the log files
 
So....

Is there an up to date guide somewhere?

For starters a general introduction to the programs and tools you'd be using would be nice, with more specific things later on.

EDIT:

Decided to read the guide anyways...

- It notes there are traits that are built in to the system that aren't actually used anywhere. Is there a list of all of the traits, those included? It'd help to know what exactly our toolset of modifiable traits is.

And what exactly is out of date?

A lot of it? or only a little?
 
I want to BUILDING_SOLAR_PLANT don't deed TERRAIN_DESERT
and BUILDING_SOLAR_PLANT don't Mutually Exclusive BUILDING_NUCLEAR_PLANT:
so
HTML:
	<Buildings>
		<Delete NearbyTerrainRequired="TERRAIN_DESERT"/>
		
		<Delete MutuallyExclusiveGroup="1" />
	</Buildings>

but this mod: Delete BUILDING_PETRA, BUILDING_NUCLEAR_PLANT and BUILDING_SOLAR_PLANT

TRYED
HTML:
		<Delete Type="BUILDING_SOLAR_PLANT" NearbyTerrainRequired="TERRAIN_DESERT" />
		
		<Delete Type="BUILDING_SOLAR_PLANT" MutuallyExclusiveGroup="1" />
		<Delete Type="BUILDING_NUCLEAR_PLANT" MutuallyExclusiveGroup="1"  />

AND

HTML:
		<Delete NearbyTerrainRequired="TERRAIN_DESERT" Type="BUILDING_SOLAR_PLANT"/>
		
		<Delete  MutuallyExclusiveGroup="1" Type="BUILDING_SOLAR_PLANT" />
		<Delete  MutuallyExclusiveGroup="1"  Type="BUILDING_NUCLEAR_PLANT"/>
and no one worked, but BUILDING_PETRA is back if use any of two abowe.

.
AND
I don"t want to plagiarism another user mod, but can I change its Value in My mod be superior to his, He add a building and I want to it was cheaper, I know that just change His mod would be easier.
 
I followed Kael's guide but I'm having problems.

I'm trying to get the basic understanding of adding a Civ.

In order to simply have my new Civ wrote into the database and appear in the Civ selection part of my mod, do I simply need to have the Civ_NewCiv.xml file load? Or is it dependant on other files to even show up in the list?

I have only Civ_Celt.xml set for OnModActivated - UpdataDatabase.

Here is the Civ_Celt.xml

Code:
<GameData>
	<Civilizations>
		<row>
			<Type>CIVILIZATION_CELT</Type>
			<Description>TXT_KEY_CIV_CELT_DESC</Description>
			<ShortDescription>TXT_KEY_CIV_CELT_SHORT_DESC</ShortDescription>
			<Adjective>TXT_KEY_CIV_CELT_ADJECTIVE</Adjective>
			<CivilopediaTag>TXT_KEY_CIV5_CELT</CivilopediaTag>
			<DefaultPlayerColor>PLAYERCOLOR_ARABIA</DefaultPlayerColor>
			<ArtDefineTag>ART_DEF_CIVILIZATION_ARABIA</ArtDefineTag>
			<ArtStyleType>ARTSTYLE_MIDDLE_EAST</ArtStyleType>
			<ArtStyleSuffix>_AFRI</ArtStyleSuffix>
			<ArtStylePrefix>AFRICAN </ArtStylePrefix>
			<PortraitIndex>1</PortraitIndex>
			<IconAtlas>CIV_COLOR_ATLAS</IconAtlas>
			<AlphaIconAtlas>CIV_ALPHA_ATLAS</AlphaIconAtlas>
			<MapImage>MapAbbasid512.dds</MapImage>
			<DawnOfManQuote>TXT_KEY_CIV5_DAWN_ARABIA_TEXT</DawnOfManQuote>
			<DawnOfManImage>DOM_AlRashid.dds</DawnOfManImage>
			<DawnOfManAudio>AS2D_DOM_SPEECH_ARABIA</DawnOfManAudio>
		</row>
	</Civilizations>
</GameData>

I realise this in not enough to have a functioning new Civ playable. But I just want it to appear in the Civ list. Even with the innevitable errors for the missing text. But it's not showing up at all.

Yet, an Update.xml I wrote that sets America as not playable is working. I have this Update.xml update the database on mod activated too, just to give me some feedback that the mod is doing anything at all!

How to I set logs? And where do I find the log files?

Thanks :)
 
Can someone help me changing an UA here?I'm planning to change the UA of America,but I don't know how to implement Great improvement bonus directly over UA .


[EDIT]
Never mind,I found how to do it . Sorry for messing with the thread here .
 
I cant seem to make text work, or give free units to new civs. The game shows text keys instead of the text strings i made, and I lose the game immediately when testing, because there are no units.
 
Call to moderators:
On the first topic, below the warning about this guide being outdated, it would be nice to include a warning regarding VFS since it's the most common problem encountered by new modders. Something like:
Main change: to use a texture or include a LUA file, it must have been added to the virtual file system (VFS). In Modbuddy, select your files, hit F4 to open their properties window and enable "include into VFS".
 
Call to moderators:
On the first topic, below the warning about this guide being outdated, it would be nice to include a warning regarding VFS since it's the most common problem encountered by new modders. Something like:
Main change: to use a texture or include a LUA file, it must have been added to the virtual file system (VFS). In Modbuddy, select your files, hit F4 to open their properties window and enable "include into VFS".

Amen.
 
I'm just starting to mess around with modding and was following this guide to make a new civilization but when it comes to trying to add the files on the actions tab I can't do it. I go to the actions tab on the mod's properties, click add, select OnModActivated for event, then UpdateDatabase for the action but then the file drop down menu is greyed out. Any ideas what I'm doing wrong? I have an xml file with the civilization information in and another for the text entries.

I can post screenshots if it will help.
 
So i tried to make a new civ using the steps in the guide, but i couldnt get it to work in the game. i copied pretty much everything except used a different civ name, leader, and unit. the civ wnt show up in the game after turning on the mod. any help?
 
oh..no I didnt...How do I do that again? It'll explain in the guide right?


*I set the "import to vfs" to true but it still wont work"
 
Top Bottom