Multiple "new civs" in mods?

marshallstack

Chieftain
Joined
Jul 24, 2005
Messages
37
Quick question... Is there a way to put multiple "new" civs into a mod? ie...
I want to set-up a "modern day- War on Terror" scenerio having Israel, Palistine(sp? lol), Canada, Pakistan etc etc involved... but being worse than a noob when it comes to mods i dont know how or if this is possible?

Please help! :) I want to help Bush hunt down Bin Laden!


ps- btw can i request some modern civs? ie Pakistan, Palastine etc etc ( I love recreating the day news hehe) Thanks, and if i havnt read the answer or posted in the wrong place- oh well
 
marshallstack said:
Quick question... Is there a way to put multiple "new" civs into a mod? ie...
I want to set-up a "modern day- War on Terror" scenerio having Israel, Palistine(sp? lol), Canada, Pakistan etc etc involved... but being worse than a noob when it comes to mods i dont know how or if this is possible?

Please help! :) I want to help Bush hunt down Bin Laden!


ps- btw can i request some modern civs? ie Pakistan, Palastine etc etc ( I love recreating the day news hehe) Thanks, and if i havnt read the answer or posted in the wrong place- oh well

To put it shortly, yes. See the first link in my sig. You can do it relatively easily just by doing the same thing you would do to create one civ, but (obviously) duplicating it. ;)
 
You can't just "immediately" and "instantly" combine new civ mods. But you can find the changes in the XML files and combine them together into single XML files.

It takes added work.
 
It gets easier after you do it once, but it still takes 5-10 minutes per civ from my experience.
 
woodelf said:
It gets easier after you do it once, but it still takes 5-10 minutes per civ from my experience.
I concur. 5-10. Still nothing compared to what it could be considering the massive amounts of data a civ mod consists of ;)
 
Jecrell said:
You can't just "immediately" and "instantly" combine new civ mods. But you can find the changes in the XML files and combine them together into single XML files.

It takes added work.


K, Hmm, So lost with coding anything... So what do i need to do to say put a few of the new civ mods together with whats already on the game?

adding- Israel civ + Canada + what ever other modern civs i can find + the ones already on the game = cant do this i guess?
 
marshallstack said:
adding- Israel civ + Canada + what ever other modern civs i can find + the ones already on the game = cant do this i guess?

Sure you can. It just requires a few cut+paste and even some replace jobs before you're used to it. ;)
 
marshallstack said:
i forgot to ask ... HOW?

Carefully, and one file at a time.

Copy one of the mods to a new directory, name it whatever you want.

Copy the mods/whatever/art directory from the other mod.

Then open an xml file and copy the important data (only stuff relevant to the custom civ) to the file of the same name in the new folder you created.

This includes unit files, text files, leaderhead files, et cetera. Copy/paste, edit where needed, and in little under a half hour you should be on your way (The first time is much harder than later. I could do it in my sleep now ;))
 
I downloaded a free version of XML marker first. Next I downloaded a couple of civ mods and compared the 2. Most should have similar files and folders. I then copied one of the mod folders and renamed it "compilation" or something. This is the one I work with. From there you go through each subfolder and compare the differences. For example in the Civilizations folder located at

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Compilation\Assets\XML\Civilizations

There are normally 2 files; Civ4CivilizationInfos and Civ4LeaderheadInfos. Open both up and find the small changes. Copy one change to the other file, save, and voila. Repeat as necessary.
 
woodelf said:
I downloaded a free version of XML marker first. Next I downloaded a couple of civ mods and compared the 2. Most should have similar files and folders. I then copied one of the mod folders and renamed it "compilation" or something. This is the one I work with. From there you go through each subfolder and compare the differences. For example in the Civilizations folder in located in

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Ag Civ\Assets\XML\Civilizations

There are normally 2 files; Civ4CivilizationInfos and Civ4LeaderheadInfos. Open both up and find the small changes. Copy one change to the other file, save, and voila. Repeat as necessary.
You needed an XML program? Hah! sissy. Notepad is good enough for me.
 
lol Where can i request a "modern-day" new civ mod? :)
ie adding israel,canada,ottomans, and whatever else im not think of lol.
 
well a modern day new civ mod wouldnt have ottomans in them. They haven't been around for 80 years!
Secondly, wrong forum! At least, I think.
 
CivArmy s. 1994 said:
u r talking about join many new civis on a single mod, well, I expect launch a mod with my first 21 new LHs soon ;) Canada, Turks, Carthage, Brazil, Portugal, Babylonians and many others will be putted :D


Thats what im talking about!!! sigh as a lamen all this xml is just wizzing past me... I just want to play lol. So i can download this tomorrow lol ???? Im using your Israel mod at the moment which really got me to want alot more "modern" civs... nice job on that!
 
marshallstack said:
Thats what im talking about!!! sigh as a lamen all this xml is just wizzing past me... I just want to play lol. So i can download this tomorrow lol ????

missing LHs:
- 2nd leader for Rome
- 2nd leader for Canada
- 2nd leader for Vikings
- Ataturk of Turkey
- King Solomon of Israel

Its the "Next Level Mod" :D
 
Sadistik said:
You needed an XML program? Hah! sissy. Notepad is good enough for me.

:p

I tried notepad at first and buggered up saving the files with the correct extension. Damn right I'm a sissy!
 
LAnkou said:
well, wrong forum, i think....

yes, definitely the wrong forum
 
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