Afforess
The White Wizard
All the XML is up. I plan on doing the lua folders in a bit.
Thanks again for the update.
I'm quite interested as to why all the leaders have their separate file. I wonder now what you'd have to do if you want to make a new civ...
It's quite possible that static leaders are impossible due to the new game engine, which would complicate things further.
The game devs claim that Civ 5 puts a strong emphasis on helping the mod community, so I would think and hope that modding leaders won't be terribly difficult.
Schemas in the XML world are what define the content of an XML file and are used to communicate a contract between the producer of the XML and the consumer of the XML.
Even if you are using Notepad++ it is vital to know what the structure for units is (for example) especially now since most of the XML elements are going to be considered optional.
Oh, I found the art FPK's. They are in "C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization v\resource\Common"
Yea, they've already said that the entire UI is moddable, no more hardcoded screens like Civ 4's diplomacy screen. I'm going to be really interested in what people can do with the tools available (once the SDK is released especially).My guess is that they separated the XML (and art) for all leaders to make it easier to package single leaders and civilizations up into mini-mods. Sure, creating the model, skin, and animation for a new leader will probably be more involved, installing it into Civ5 once it's complete should be easier for the end-user and the built-in tool.
Notice that there's a separate UI folder which contains Art, XML, Lua, cursors, fonts (a .ggxml file, WTH??), Text, etc. It's like a mini CustomAssets folder in itself. I don't think it will make too much of a difference, but it may make it easier to merge a UI mod such as BUG with a graphics and gameplay mod such as RevDCM.
In looking through the Lua folder it looks like every screen and popup is moddable and has its own file. This is great if it's true as it will make total conversions possible.
I disagree with this statement. We have a very good idea on what will be moddable, especially now that we have the file structuring, and many statements from 2K on stuff that *is* moddable (Like every part of the UI, and obviously all the XML and LUA code on top of the SDK they're releasing). If this was some kind of argument over that, then sure. But this is just talking about actual evidence, not baseless speculation.Its premature to be talking about mods, when as of now we don't have any idea what will and won't be moddable, these threads as such have derailed quickly if this happens with this one it will be clossed like the others.
Thanks for posting this!
I'm quite interested in what the Civ5Regions.xml is. Does anyone have any ideas?
I'm guessing that GameInfos will contain files for Social Policies? I certainly hope so!
Aussie.
GameInfo - Was in Civ4
- CIV5ArtStyleTypes.xml
- CIV5Climates.xml
- CIV5CultureLevels.xml
- CIV5Cursors.xml
- CIV5EmphasizeInfos.xml
- CIV5Eras.xml
- CIV5Flavors.xml
- CIV5ForceControlInfos.xml
- CIV5GameOptions.xml
- CIV5GameSpeeds.xml
- CIV5GoodyHuts.xml
- CIV5HandicapInfos.xml
- CIV5HurryInfos.xml
- CIV5IconFontMapping.xml
- CIV5IconTextureAtlases.xml
- CIV5MultiplayerOptions.xml
- CIV5PlayerOptions.xml
- CIV5Policies.xml
- CIV5PolicyBranchTypes.xml
- CIV5Processes.xml
- CIV5Projects.xml
- CIV5SeaLevels.xml
- CIV5SmallAwards.xml
- CIV5Specialists.xml
- CIV5Trades.xml
- CIV5TurnTimers.xml
- CIV5Victories.xml
- CIV5Votes.xml
- CIV5VoteSources.xml
- CIV5Worlds.xml
What do CIV5Months.xml and CIV5Seasons.xml do?
CIV5SmallAwards.xml
This is an interesting one, does anyone have an idea what it's about?