Modding and the FFH Editor?

Bill Bisco

Callous Calling
Joined
Apr 28, 2007
Messages
590
I'm curious, what's the relationship of the FFH Editor to the game? For instance, I'm interested in playing around and minimodding FFH a bit. I'd like to add a civilization, perhaps replace one, perhaps take a few away.

If I change things in the editor and export the changes, what all do I have to change to replace a civ? Or would it be easier to just use the Adding a New Civ Tutorial in the Regular Civ 4 Forums?
 
I'm curious, what's the relationship of the FFH Editor to the game? For instance, I'm interested in playing around and minimodding FFH a bit. I'd like to add a civilization, perhaps replace one, perhaps take a few away.

If I change things in the editor and export the changes, what all do I have to change to replace a civ? Or would it be easier to just use the Adding a New Civ Tutorial in the Regular Civ 4 Forums?

The FFH editor allows the generation of a new set of XML files, with the input parameters. Note that some Modmodders like this feature, and others ignore it, and deal with the XML directly.

Adding a civilization shouldn't be difficult, just enter the appropriate items for the civilization and the leaders (this assumes that neither of them are against their maximums - something I don't know). Note that replacing or removing (from the XML, not from playability) a civilization could cause crashes, as the python and/or C++ code may be expecting to always be able to get information on a particular civilization. Note that some civilizations don't have such a check, but others do- you can look through the source (python and C++) to find if the civilization you don't like is presently essential to the code. Of course, you could change this, as well.
 
Thanks xanaqui42, that was helpful. I decided to just use the to add my new civ rather than try to replace one since I don't want to risk a crash.

I similarly chose to add xml rather than use the FFH Editor because I don't know if the editor is capable of creating a Civ by itself (perhaps Kael or someone else could enlighten me).

I've made the leaderhead, flag, and appropriate buttons. I've added xml to the CivilizationInfos, ArtDefines_Civilization, ArtDefines_LeaderHead, LeaderHeadInfos.

Adding to DiplomacyInfos is a pain. For example
Code:
     <Type>AI_DIPLOCOMMENT_OFFER_PEACE</Type>
            <Responses>
                <Response>
                    <Civilizations/>
                    <Leaders>
                        <Leader>
                            <LeaderType>LEADER_ALEXIS</LeaderType>
                            <bLeaderType>1</bLeaderType>
                        </Leader>
                    </Leaders>
                    <Attitudes>
                    </Attitudes>
                    <DiplomacyPowers>
                    </DiplomacyPowers>
                    <DiplomacyText>
                        <Text>AI_DIPLO_OFFER_PEACE_LEADER_CALABIM</Text>
                    </DiplomacyText>
                </Response>

That's a very long file :P and there's more than 20 instances of having to type in a leader's name.

1. Are all of those tags necessary? Similarly, perhaps this is a silly question to ask, but does every leader need to be mentioned in every one of these lines?

2. Where are all of the .dds files? Are they hidden in the Pak0.fpk ??? Previous versions of FFH had an assets folder with art and units. If it's in the Pak0, how do I access it?

One of the reasons I'm asking this, is because I'd like to start with FFH as a base, and then strip away and add what I need. So, it makes me nervous when I don't see certain files.

3. I downloaded the media package and installed it, did it do anything besides add movies and music? Would the game still be trying to load those movies and music if I didn't download the media package?
 
The editor is written for ease of modifying existing objects, not adding new ones. Its definitly doable but not as easy as changing strengths, promotions, etc.

And yeah, the diplomacy file is a massive pain. It was hard to create a decent spreadsheet for because it is so convoluted. I didnt leave any free slots in there for new leaders so you will either need to add a row, then change the vb script macro to the new row numbers. Or just modify the diplomacy xml file directly, whichever is easier for you.

The section you quoted is the definition for the "AI_DIPLO_OFFER_PEACE_LEADER_CALABIM" diplomacy txt. It is used by Alexis when the AI_DIPLOCOMMENT_OFFER_PEACE function is called (Alexis offers peace). You need some text to be called when the leader offers peace. I think that if the diplomacy has generic tags associated down in the "DiplomacyText" section leaders that aren't defined to use special text will use those (so you should be okay).

Yes all the dds files are in the fpk file.

The media package only changes one xml file, the Eras file. You will need to backrev that to the non-media pack install if you don't want to include all the movies and music.
 
Alright, Thanks Kael for your reply. I read a guide on how to add new civs, and I made the xml files doing that. I don't know how it interacts with FFH.
I deleted all but 10 civs in the editor, added my own civ, and then exported all the xml files from the Editor.

I am currently getting an error. And, I don't know whether it's from my own mistake or something else. I get this message. I do not believe I ever messed with this, however.

Tag: CIVILIZATION_BARBARIAN in Info class was incorrect. Current Xml file is: Interface/CIV4WorldPickerInfos.xml

my leaderhead, buttons, flag, ect. are not showing up, and instead the background is pink. I assume this means that the game is not reading them. Do I need to unpack the Pak0 and then add and adjust to those files?

Do I have to repack the Pak0? Or can I just leave it the way it is?
 
You cant delete the barbarian civilization.
 
I didn't though :confused:

Edit:

Alright, I found the main problem. At the very bottom of every Civ in the editor, there's a number 1 there. I just put a 1 there and that solved the problem with the Barbarians. But that's strange though since the missing 1 was under my civ and not the barbarian.

my other question still has merit, but perhaps I'll have to sort through that on my own.
 
2. Where are all of the .dds files? Are they hidden in the Pak0.fpk ??? Previous versions of FFH had an assets folder with art and units. If it's in the Pak0, how do I access it?

PAK Build. Select PAK, unpack, browse to the file.

This post can give you a walk through and additional info.
 
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