Iconian
Chieftain
- Joined
- May 16, 2021
- Messages
- 73
I've visited the CivFanatics forum a number of times in the past, but now I've decided to create an account and start this thread.
I have a few questions about mods. I started working on a very large Civ 5 mod about 2 years ago, but ended up having new priorities arise and couldn't get back to it until the last few weeks. For the mod I've made extensive changes to the XML files, and once the mod is finished I plan on instructing users to make a copy of their current XML folder in Assets>DLC>Expansion2>Gameplay, and then replace the original with my XML folder. I consider this necessary because I've made such a large number of changes. I didn't really make much consideration for using those XML's for multiplayer games, one way or another, as I've never played multiplayer myself. So this brings me to my first question:
1. My understanding is that if two people playing Civ 5 both use the same set of XML files they should be able to play multiplayer with each other. Is that correct? Again, single-player has been my priority, not multiplayer, but I figure I should ask about it.
Next, I have a smaller mod I want to make prior to the large one I've mentioned above. I watched a video tutorial for modding and as of now I've already created a few small mods for the Steam Workshop, so I am somewhat familiar with Modbuddy, but I want to avoid working with SQL and Lua files if I can help it. And so far as I can tell, all the changes I want to make can be done just with the XML's.
The specific mod I want to make would change the recon flavors for probably all the civs in the game, as I have a cheap scouts mod out, and now want to change the leaders' recon flavors to make appropriate use of the mod. I want to be able to modify all the recon flavors individually. Basically I want to increase most or all of them, but each by different amounts--one civ might have its recon flavor increased by 5, another by 1, another by 3, etc--something I'll have to decide individually. That brings me to the second question.
2. Does anyone know what specific XML command would change a given leader's recon flavor? I've tried finding such a command in one or two tutorials, as well as looking around the Workshop for mods that already modify flavors. I've been surprised that thus far I haven't run across a single mod that modifies existing recon flavors though.
Looking in the "Leaders" folder, I know that I can modify some of the recon flavors by having players replace their XML folder--but for my small recon mod I wouldn't want to ask mod users to do that, and besides that, and besides that, not all of the civs' info is in the main XML folder. And that segues into the next issue.
While many of the relevant files for different civs are in the main XML folder, many others are dispersed throughout various DLC folders, and are bit of a pain to locate or get to, particularly seeing that I have planned many small changes that will require repeated fine-tuning of the various numbers to get my large mod in particular all cohesive with itself. Also, having users of my large mod replace just the XML folder with my version is relatively user-friendly. Having them go all around and replace lots of different XML files . . . not so much.
What I've been wondering is if there's a good way to centralize the information from the smaller DLC folders into one location. One thing I've started considering is actually deleting the civs that are associated with those folders from the game, then using my mod to add them back in, so that I'd have all their info in a few XML files in my mod that I'd have easy to access to repeatedly modify. But I'm not sure how easy, or successful, of an idea it would be to delete that many civs from the game. I know they tend to have lots of tentacles around in different locations here and there, and I'm not too sure what the consequences would be.
3. Does anyone have any good ideas on how to easily modify all the information on the civs added to the game in the various DLC folders? A single sweeping command that changes values is not enough, as I intend to have to go back repeatedly to make many small changes for fine-tuning.
My very large mod is around 90% complete at this point, all only using XML. I'd prefer not to have to learn to use SQL or LUA to do this, but if it's just a few small commands I might be up to it.
Any help would be appreciated.
Thank you
I have a few questions about mods. I started working on a very large Civ 5 mod about 2 years ago, but ended up having new priorities arise and couldn't get back to it until the last few weeks. For the mod I've made extensive changes to the XML files, and once the mod is finished I plan on instructing users to make a copy of their current XML folder in Assets>DLC>Expansion2>Gameplay, and then replace the original with my XML folder. I consider this necessary because I've made such a large number of changes. I didn't really make much consideration for using those XML's for multiplayer games, one way or another, as I've never played multiplayer myself. So this brings me to my first question:
1. My understanding is that if two people playing Civ 5 both use the same set of XML files they should be able to play multiplayer with each other. Is that correct? Again, single-player has been my priority, not multiplayer, but I figure I should ask about it.
Next, I have a smaller mod I want to make prior to the large one I've mentioned above. I watched a video tutorial for modding and as of now I've already created a few small mods for the Steam Workshop, so I am somewhat familiar with Modbuddy, but I want to avoid working with SQL and Lua files if I can help it. And so far as I can tell, all the changes I want to make can be done just with the XML's.
The specific mod I want to make would change the recon flavors for probably all the civs in the game, as I have a cheap scouts mod out, and now want to change the leaders' recon flavors to make appropriate use of the mod. I want to be able to modify all the recon flavors individually. Basically I want to increase most or all of them, but each by different amounts--one civ might have its recon flavor increased by 5, another by 1, another by 3, etc--something I'll have to decide individually. That brings me to the second question.
2. Does anyone know what specific XML command would change a given leader's recon flavor? I've tried finding such a command in one or two tutorials, as well as looking around the Workshop for mods that already modify flavors. I've been surprised that thus far I haven't run across a single mod that modifies existing recon flavors though.
Looking in the "Leaders" folder, I know that I can modify some of the recon flavors by having players replace their XML folder--but for my small recon mod I wouldn't want to ask mod users to do that, and besides that, and besides that, not all of the civs' info is in the main XML folder. And that segues into the next issue.
While many of the relevant files for different civs are in the main XML folder, many others are dispersed throughout various DLC folders, and are bit of a pain to locate or get to, particularly seeing that I have planned many small changes that will require repeated fine-tuning of the various numbers to get my large mod in particular all cohesive with itself. Also, having users of my large mod replace just the XML folder with my version is relatively user-friendly. Having them go all around and replace lots of different XML files . . . not so much.
What I've been wondering is if there's a good way to centralize the information from the smaller DLC folders into one location. One thing I've started considering is actually deleting the civs that are associated with those folders from the game, then using my mod to add them back in, so that I'd have all their info in a few XML files in my mod that I'd have easy to access to repeatedly modify. But I'm not sure how easy, or successful, of an idea it would be to delete that many civs from the game. I know they tend to have lots of tentacles around in different locations here and there, and I'm not too sure what the consequences would be.
3. Does anyone have any good ideas on how to easily modify all the information on the civs added to the game in the various DLC folders? A single sweeping command that changes values is not enough, as I intend to have to go back repeatedly to make many small changes for fine-tuning.
My very large mod is around 90% complete at this point, all only using XML. I'd prefer not to have to learn to use SQL or LUA to do this, but if it's just a few small commands I might be up to it.
Any help would be appreciated.
Thank you
