Modding Speculation

Maybe it has something to do with the city-states giving awards? :dunno:
 
My immediate guess is that it defines the various in-game "The Best-Fed civilization" lists. Could be something completely different though.
 
CIV5SmallAwards.xml
This is an interesting one, does anyone have an idea what it's about?

Maybe its dancing bears?
Spoiler :
civrev_031008_dancing_bears.jpg
Let's hope not though!
 
"dir/s/b this!"

Huh, very interesting. It looks like the UI is done in a very ASP.NET/WPF manner using XML and LUA as the code behind.
 
Assets\SQL\Civ5EngineDatabaseSchema.sql
that is the most interesting of the SQL lines.
Terrain by region type seems really low level.

Natural wonders have their own terrain types.
Spoiler Natural Wonders with graphics :

Crater
Fuji
Geyser
Gibraltar
Krakatoa
Mesa
Reef


The lua based UI does look really neat.

What is a .gr2 file? (associated with fxsxml) 3d effects of some kind?

Aren't these art assets?
Spoiler FPK files :

resource\Common\BuildingModels.fpk
resource\Common\CityModels.fpk
resource\Common\EffectData.fpk
resource\Common\FeatureModels.fpk
resource\Common\HutsBarbarianFortModels.fpk
resource\Common\ImprovementModels.fpk
resource\Common\LeaderModels.fpk
resource\Common\MiscData.fpk
resource\Common\SoundData.fpk
resource\Common\TempModels.fpk
resource\Common\TerrainModels.fpk
resource\Common\TerrainPiecesLibrary.fxsb
resource\Common\UnitModels.fpk
resource\Common\WonderModels.fpk


They appear to be using lua 5.1:
lua51_Win32.dll

...

TODO: a diff of civ5 and civ4 assets directories.
 
So it's Lua 5.1 then? Then our primer is freely available online, and up to date for our needs :)

Edit: Wait no, 5.1 is the latest version indeed, got confused for a while there. Well, even better then!
 
I doubt the differences between 5.0 and 5.1 will make a difference here, so hopefully the free online book (not a fun read) will suffice.
 
Do you have a link to the book you are talking about?

--

Automation scripts:
Assets\Automation\AutomationStartup.lua
Assets\Automation\DailyPerfRun.lua
Assets\Automation\DailyPlaytestRun.lua
which looks like it would be useful to hijack to create "autoplay" options. ;)

Here are the Lua gameplay files:
Assets\Gameplay\Lua\AssignStartingPlots.lua
Assets\Gameplay\Lua\ContinentsWorld.lua
Assets\Gameplay\Lua\FeatureGenerator.lua
Assets\Gameplay\Lua\FLuaVector.lua
Assets\Gameplay\Lua\FourContinentsWorld.lua
Assets\Gameplay\Lua\FractalWorld.lua
Assets\Gameplay\Lua\GameplayUtilities.lua
Assets\Gameplay\Lua\HintedWorld.lua
Assets\Gameplay\Lua\MapGenerator.lua
Assets\Gameplay\Lua\MapmakerUtilities.lua
Assets\Gameplay\Lua\ModBrowserUtilities.lua
Assets\Gameplay\Lua\MultilayeredFractal.lua
Assets\Gameplay\Lua\PangaeaWorld.lua
Assets\Gameplay\Lua\TerrainGenerator.lua
Assets\Gameplay\Lua\WorldBuilderRandomItems.lua
that looks like the equivalent of the python world building files.

There also appear to be lua files in the map directory:
Assets\Maps\Four_Corners.lua
Assets\Maps\Fractal.lua
Assets\Maps\Great_Plains.lua
Assets\Maps\Highlands.lua
Assets\Maps\Ice_Age.lua
Assets\Maps\InlandSea.lua
Assets\Maps\Lakes.lua
Assets\Maps\North_vs_South.lua
Assets\Maps\Oval.lua
Assets\Maps\Pangaea.lua
Assets\Maps\SmallContinents.lua
Assets\Maps\Terra.lua
Assets\Maps\TinyIslands.lua
Assets\Maps\West_vs_East.lua
which implies that the Gameplay lua files are libraries rather than kinds of map.

Here is a terrain graphics piece:
Assets\terrain\pieces\Desert Hill\Africa\Afri_Desert_Hill_1_1.csv
Assets\terrain\pieces\Desert Hill\Africa\Afri_Desert_Hill_1_1_H.dds
Assets\terrain\pieces\Desert Hill\Africa\Afri_Desert_Hill_1_1_H_BLEND.dds
Assets\terrain\pieces\Desert Hill\Africa\Afri_Desert_Hill_1_1_T1.dds
Assets\terrain\pieces\Desert Hill\Africa\Afri_Desert_Hill_1_1_T_BLEND.dds
4 dds files and a csv. (direct draw surface and a comma seperated value files)

Here is the list of cursors (from which we can derive commands with targets):
Spoiler Curses! :

Assets\UI\Cursors\Airbomb.ani
Assets\UI\Cursors\Airintercept.ani
Assets\UI\Cursors\Airlift.ani
Assets\UI\Cursors\Airstrike.ani
Assets\UI\Cursors\attack.ani
Assets\UI\Cursors\Build.ani
Assets\UI\Cursors\BuildLarge.ani
Assets\UI\Cursors\Claim.ani
Assets\UI\Cursors\Deplete.ani
Assets\UI\Cursors\Dinosaur.ani
Assets\UI\Cursors\Edit.ani
Assets\UI\Cursors\EMP.ani
Assets\UI\Cursors\Found.ani
Assets\UI\Cursors\gift.ani
Assets\UI\Cursors\GoTo.ani
Assets\UI\Cursors\Grip.ani
Assets\UI\Cursors\Link.ani
Assets\UI\Cursors\Mine.ani
Assets\UI\Cursors\missle.ani
Assets\UI\Cursors\Move.ani
Assets\UI\Cursors\MoveCitizen.ani
Assets\UI\Cursors\Mutiny.ani
Assets\UI\Cursors\Nuke.ani
Assets\UI\Cursors\Paradrop.ani
Assets\UI\Cursors\Ping.ani
Assets\UI\Cursors\Pointer.ani
Assets\UI\Cursors\Rebase.ani
Assets\UI\Cursors\Recon.ani
Assets\UI\Cursors\Repair.ani
Assets\UI\Cursors\RouteTo.ani
Assets\UI\Cursors\Size All.ani
Assets\UI\Cursors\Size Diagonal 1.ani
Assets\UI\Cursors\Size Diagonal 2.ani
Assets\UI\Cursors\Size H.ani
Assets\UI\Cursors\Size V.ani
Assets\UI\Cursors\Split H.ani
Assets\UI\Cursors\Split V.ani
Assets\UI\Cursors\Stasis.ani
Assets\UI\Cursors\target.ani
Assets\UI\Cursors\Waiting.ani


The Assets\UI lua files are pretty comprehensive. They contain lua files for most start-up menus in the game to start with -- was that true in civ4?

Plus .lua files for most in-game dialogs. Is that how final frontier worked?

There are a bunch of gr2 files that are overlays, for things like flanking.

The tutorial is implemented as a bunch of map and lua files:
Spoiler Tutorial :
Tutorials\Lua\Tutorial_1_MovementAndExploration.lua
Tutorials\Lua\Tutorial_2_FoundCities.lua
Tutorials\Lua\Tutorial_3_ImprovingCities.lua
Tutorials\Lua\Tutorial_4_CombatAndConquest.lua
Tutorials\Lua\Tutorial_5_Diplomacy.lua
Tutorials\Maps\Tutorial_1_MovementAndExploration.Civ5Map
Tutorials\Maps\Tutorial_2_FoundCities.Civ5Map
Tutorials\Maps\Tutorial_3_ImprovingCities.Civ5Map
Tutorials\Maps\Tutorial_4_CombatAndConquest.Civ5Map
Tutorials\Maps\Tutorial_5_Diplomacy.Civ5Map

which sounds good, from a scenerio modding perspective.

I don't see strong evidence of a "split units into their own XML files for ease of modular modding". Hopefully some of the modular XML stuff migrated from civ4 to civ5.
 
North Versus South and East Versus west I assume are the equivalent for Team battleground.
 
I doubt the differences between 5.0 and 5.1 will make a difference here, so hopefully the free online book (not a fun read) will suffice.

5.0... 5.1... does it really matter? As long as you have a good grasp of general coding practices and methodologies then languages are really just syntax and libraries.
 
Well it looks like I won't have time to finish the Python to Lua tutorial I started when I went through the Lua book. :( I was hoping it would help someone that already knows Python pick up Lua quickly by highlighting the differences and similarities. Sadly, I won't have much time for that any time soon.

But hopefully some of you will find it a good introduction to Lua that allows you to build upon your Python knowledge.
 
There you go: http://www.lua.org/pil/index.html
Nice breakdown of the files, by the way!


TheLopez, regarding your sig:

Do you have plans for it in CiV? I'd be most interested.

Plans? Good question... I'll have to get my copy of CiV, play around with it and then see what is and isn't possible.

EDIT: on a broader scale... I will look at my mod comps and see which ones can be easily ported over to CiV...
 
I have just learned Lua basics over last week with this book: http://my.safaribooksonline.com/978...sYXNoUmVhZGVyP3htbGlkPTk3ODE0MzAyMjM3MTkvNDE=

Now I'm getting into tables & OO. Sounds too fun! It's centered around WoW but the chapters I'm reading are pure Lua, I'm just skipping the WoW ones. It's part of my lightly used safaribooksonline subscription so I consider it came by free of cost :)

I'll be taking a look at the PiL book for some advanced concepts not covered in mine, later on.
 
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