{modname}.ini file?

KGrevstad

Warlord
Joined
Dec 14, 2005
Messages
110
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Pacific Northwest
This file seems like a splendid place to put mod specific options. However, I am unable to find out if this is at all possible. Does anyone know any use of this file beyond what gets written into it by default?

--Kristine
 
What options are you interested in? Most gameplay related options can be specified for your mod by overiding the defaults with the right xml file such as making a default game start with specific victory conditions and aggressive AI. It's not the easiest mehtod but it isn't bad once you find what you need.
 
Seven05 said:
What options are you interested in? Most gameplay related options can be specified for your mod by overiding the defaults with the right xml file such as making a default game start with specific victory conditions and aggressive AI. It's not the easiest mehtod but it isn't bad once you find what you need.

Well, I was thinking of options that had no relation to the vanilla game. Mod specific options. Like if I wanted to add the RandomEvents mod but perhaps some people wouldn't want that so I could place that as a runtime option in the .ini file. In other words, options other than those that are in CivilizationIV.ini.

--Kristine
 
KGrevstad said:
Well, I was thinking of options that had no relation to the vanilla game. Mod specific options. Like if I wanted to add the RandomEvents mod but perhaps some people wouldn't want that so I could place that as a runtime option in the .ini file. In other words, options other than those that are in CivilizationIV.ini.

--Kristine
This can be done in python. Just create a python file containing all the things you want to turn on and off, and make a check on this file everytime you link to the mod code you want to be optional.
 
KGrevstad said:
Well, I was thinking of options that had no relation to the vanilla game. Mod specific options. Like if I wanted to add the RandomEvents mod but perhaps some people wouldn't want that so I could place that as a runtime option in the .ini file. In other words, options other than those that are in CivilizationIV.ini.

--Kristine
Well, I think you can create new options for your mod and put them in options screen. It would be easier than editing an .ini file.

You must seek which files are used for options screen and edit them to fit your options. I don't know Python, but I think it's possible.

I would like to know if it's possible to create new .xml files instead of editing the existing ones for text/translation issues. Example: when adding new resources I must edit a .xml file which contains resources and then add new entries there. Is it possible to create a {modname}.xml containing all these new text entries? Could any modder test it? I think it will make easier to combine mods, as each one would have its own .xml.
 
Ramalhão said:
I would like to know if it's possible to create new .xml files instead of editing the existing ones for text/translation issues. Example: when adding new resources I must edit a .xml file which contains resources and then add new entries there. Is it possible to create a {modname}.xml containing all these new text entries? Could any modder test it? I think it will make easier to combine mods, as each one would have its own .xml.
I think you can add new xml files in the text directory, but not in any others.
 
Ramalhão said:
I would like to know if it's possible to create new .xml files instead of editing the existing ones for text/translation issues.

Spent a couple hours today trying to do just that. The game just won't parse DTD or XInclude lines, or I'm just not getting the syntax right.

DTD just doesn't reference:
Code:
<!DOCTYPE Civ4BuildingInfos [
  <!ENTITY CXDBuildings SYSTEM "./CXDBuildingInfos.xml">
]>
<Civ4BuildingInfos xmlns="x-schema:CIV4BuildingsSchema.xml">
	<BuildingInfos>
		&CXDBuildings;
		<BuildingInfo>...
results in undefined reference: CXDBuildings

As far as XInclude, the parser doesn't like tags it doesn't know about(even if I 'define' it in the schema):
Code:
<Civ4BuildingInfos xmlns="x-schema:CIV4BuildingsSchema.xml" xmlns:xi="http://www.w3.org/2001/XInclude">
	<BuildingInfos>
		<xi:include href="CXDBuildingInfos.xml"/>
		<BuildingInfo>...
results in non-schema tag: xi:include...or if included in the schema screws every other buildings xml file from loading properly

but like GreatApple said, at least we can with the text files
 
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