Modmodding Q&A Thread

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.

Adding techs and units isn't very art. You only have to include the XML and define them in the consts.py.

Adding buildings is a bit harder, as you also have to define the constants in the DLL as well. Recompiling the DLL is needed to make it work.
(Or at least, before the embassies were removed. Newly added buildings were treated as embassies if you didn't update the DLL, but as embassies don't exist anymore, it's possible you don't have to edit the DLL anymore.)
 
No, it does define wonders individually, if you add new buildings at the end of the XML you should be fine.
 
As far as the DLL is concerned that shouldn't matter, but I think for Python purposes before the plague is better.
 
Is there any RFC DOC specific stuff I new to do to add in buildings, units, and techs? Otherwise can I just add them in as I normally would.
 
I don't think I've ever added a new XML tag that isn't optional.
 
What do you mean by that? I apologize, I'm new to the modding scene.
 
Oh sorry. What I meant is that there are additional XML tags in DoC, but it shouldn't be a problem when copying over building or unit XML from somewhere else because those tags are optional and can be left out.
 
Oh okay. Thanks for the help!
 
So I got this. Is this fatal?
ImageUploadedByTapatalk1423624797.960226.jpg
Also, do I have to follow the last few steps about adding stuff for the 1700 AD or 600 AD mod if I use 3000 BC only? Also, do I have to add a UP for it to run?
 
No it's not, as you can see from the message there are some weird characters at the beginning of the file that the game cannot parse. What is the text editing program you're using? It might have inserted them to mark the beginning of the file. You should be able to remove it again with Notepad++.

If you are talking about adding a new civ, if you only adjust the 3000 BC scenario then the others won't work. Even for the old civs. Adding an UP is not necessary, the game works fine without one.
 
I used to get them as well sometimes, when I edited the XML files with plain notepad. If you edit them with notepad++, you don't get them anymore.

IIRC, I read somewhere is has something to do with the way notepad saves the files.
 
I wasn't clear about it but yes, I am adding a civilization. Also, if it starts up okay but then crashes once I play 3000 BC (only one I'm using) does that mean it is only a problem with the public map programming?

Also, I can delete that whole first line?
 
I wasn't clear about it but yes, I am adding a civilization. Also, if it starts up okay but then crashes once I play 3000 BC (only one I'm using) does that mean it is only a problem with the public map programming?
Crash directly on start or when the game is running?

In case of the former, it might be the scenario, but it could also be graphics from new stuff you've added. You can verify that from the Civilopedia.

During the game most likely means DLL, but that isn't completely ruled out for the other either.

Also, I can delete that whole first line?
Nope. Just get Notepad++ and use it to open the file, you will immediately recognize the invalid characters.
 
I didn't use new graphics. I used existing ones. And the mod loads up but as soon as I open 3000BC it instantly crashes without letting me choose a civ.
 
Sounds like a problem with the scenario then. Could be the same encoding problem you have with the unit info XML.
 
So I just found something else out. The civilopedia won't even open :lol: Everything is going wrong :lol:
 
The civilopeida not opening could be python. Check the python error log

located somewhere around here:
C:\Documents and Settings\Owner\My Documents\My Games\beyond the sword\Logs
PythonErr2.txt
 
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