Modular XML Question

Very helpful, awesome. Thanks Zeta. What about the techinfo file. If I wanted to delete all the techs post renaissance and add my own alternative tech tree, how do I get the techinfo.xml to read only mine without editing the AND mod's core file?
 
Very helpful, awesome. Thanks Zeta. What about the techinfo file. If I wanted to delete all the techs post renaissance and add my own alternative tech tree, how do I get the techinfo.xml to read only mine without editing the AND mod's core file?
AFAIK that is not possible. At least I haven't found a way yet though was trying.

You can only "go tricky" by using the names of techs you want to get rid of and replace:

Code:
        <TechInfo>
            <Type>TECH_HUMANISM</Type> <!-- Robotism -->
            <bForceOverwrite>1</bForceOverwrite>
            <Description>TXT_KEY_TECH_ROBOTISM</Description>
            <Civilopedia>TXT_KEY_TECH_ROBOTISM_PEDIA</Civilopedia>
            <Help/>
            <Strategy>TXT_KEY_TECH_ROBOTISM_STRATEGY</Strategy>
            (etc...)

You just take the TYPE line followed by the bForceOverwrite line and than you are free to change EVERYTHING. It is advisable to put the name of your new tech there out commented (use <!-- and --> ).
One real problem is of course if you have less content than you want to replace.
An other issue I have met was with bExtendMovementLimits and bRemoveMovementLimits. Those 2 tags cannot be overwritten in my experience.
 
Hm... interesting. Thanks! I'm reviewing all the changes you made in Chronicles, that must've taken some crazy playtesting to find all the AI Weight adjustments you made.
 
Actually, all you have to do in order to disable a tech is to set <bDisable> to 1. Just copy TechInfos into a module, delete from the file the XML for the techs you don't want to change, and set <bDisable> to 1 for every tech that you don't want to appear. You don't even need a <bForceOverwrite>.
 
Right on. Thanks. Another quick question - is there a simple way to allow a building to spawn a unit without calling python? It seems like it should be easier to find an answer, but I've been searching without much success.

In the meantime, I've made a ton of progress, so thank you very much for all the help, both of you.
 
Right on. Thanks. Another quick question - is there a simple way to allow a building to spawn a unit without calling python? It seems like it should be easier to find an answer, but I've been searching without much success.
No, as far as I know.
Crusaders are spawned by python code, so if you want unit spawning you have to befriend python too.

Hm... interesting. Thanks! I'm reviewing all the changes you made in Chronicles, that must've taken some crazy playtesting to find all the AI Weight adjustments you made.
Oh, that's still a work in progress. I'm not sure, that those AI weights are "really right" but I tried my best.
 
Back
Top Bottom