{MODDING QUESTION} Module Capabilities

warriorofala

Chieftain
Joined
Jun 3, 2009
Messages
24
Hey, got a question on modding and modules:

Can modules add new corporations, units, buildings, and pedia text?

I'm asking this because when I added new equipment promotions to FFPlus through the modules folder, it registered; but the aforementioned items don't. When I copied the entries to the main mod file, they appeared. To clarify, here's what I did:

1. Made a module folder in Normal Modules.

2. Copied main mod files from FFPlus to it, stripped all entries and added my modded ones.

3. Didn't work except from equipment promos; cut and pasted entries into main FFPlus files, which then worked.

Do I have to expand my module into a full mod to get this working?

Thanks!
 
If by schema files you mean the .xmls from the FFPlus and their formats, yes; but otherwise I don't think so. If needed, I can upload the entire module folder.

Sorry, I haven't delved too deeply into the modding system of Civ yet; I'm just doing something to pass the time while waiting for the Dwarf Fortress update so my mod-fu is weak.
 
The schema files need to be included for any files you edit modularly... Check one of our modules for examples.

Basically, if you edit unitinfos you need unitschema. the name of the files need to be changed, so YOURMOD_unitinfos.xml, and at the top of the edited file you need to update the new schema name. Other than changing it's name, you don't need to touch the schema.
 
Schema files are very important, but not having them causes errors. If you managed to start civ and begin a game without any errors popping up, but the stuff you added didn't show up, then you probably have a different problem.
 
Right, I've added the schema files as well as the class_info .xmls which I missed; now only units won't show up. I'll just keep revising the files until they show up, then I can start modding.

Thanks a lot for helping out; the other modules gave me a clue what I was missing.
 
Next questions:

Is it possible for corporations to be founded on technology discovery and spread across nations like religions?

Can a corporation founded this way spawn executives based on who has the most resources of the guild and/or who discovered the tech?

I found that guilds in FF end up being monopolized most of the time so I thought that a religion-based model would work wonders in ensuring that the guild actually works like a business entity instead of a single-civ buff.
 
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