Modmodding Q&A Thread

Okay, that's definitely odd, I'll look into it.
 
I know this is a dumb question but, where are the DLL files? They do not appear to be in the mod's folder.
 
You mean the source code? It's not included in the packaged release, in the SVN they are in the CvGameCoreDLL folder. The DLL itself is in the Assets folder.
 
Yeah the source code. Is there by any chance the source code for v1.12 or it just for the current svn's build?
 
I don't know for sure ... you can acceess the log in the update to revision dialog where 1.12 release is noted at the appropriate revision(s).
 
They're spread out over the events XML files and some Python modules. What do you want to change?
 
Okay. Sorry but looking for and listing all the files takes too long and probably won't help you much either.
 
Is there a way using python to give a civilization access to a unique building based on their state religion. Because I want to rename the Red Cross Wonder to Red Crescent for Islamic nations.
 
I don't think so.
 
I am in search of the coding for America's west coast conquerors. (The one that either places a settler and rifleman or an army on the west coast) I know, or at least think, that it happens when America discovers railroad. I wanted to know which file I would need to tweak to delay it to a slightly later tech, and possibly change the army composition.
 
I am in search of the coding for America's west coast conquerors. (The one that either places a settler and rifleman or an army on the west coast) I know, or at least think, that it happens when America discovers railroad. I wanted to know which file I would need to tweak to delay it to a slightly later tech, and possibly change the army composition.

CvRFCEventHandler.py and RhyesAndFall.py.

Search for "onRailroadDiscovered" in both files.
 
How difficult would it be to mod DoC so that the Next War techs, buildings, and units are in it? I know someone did it for regular RFC.
 
Back
Top Bottom