Must we use <update> functions to change xml's?

Guilliman

Chieftain
Joined
Jun 30, 2011
Messages
20
Hello,

I'm wondering if we must use the entire SQL update functions to add changes to xml files?

I'm wondering because this is far from an improvement over civ4 way of modding. Changing a couple of units alone is going to take a very long time this way.

Why isn't it possible to simple tell the game to update everything from the mod xml files?

I'm asking because I can't figure out why my changes are working. I used mod buddy, made mod, imported the xml files and folders, I correctly set the onmodactive-> update db-> xml file. but none of the changes are in effect in game when the mod is loaded.

I'm really hoping it can be done without the whole <update> where X = Y etc. You can imagine if I were to alter 6 values in every single unit, this will take a very long time..

Thanks anyway.
 
Addition, the update functions don't work either for me :/ Mod loads without issues, yet nothing changes in-game.
 
I'm not sure exactly what you mean by "entire SQL update," but I'm pretty sure the answer is you don't.

You can use XML instead of SQL, but realize that either way, as far as the game is concerned, you're updating a SQL database.

Anyway, unlike XML, you can update multiple units at once using SQL.

You could make every single unit 0.15 scale with a very simple statment like:
Code:
UPDATE ArtDefine_UnitMemberInfos SET Scale = 0.15;

If you want more specificity, you can construct a more complicated statement. It may be a little confusing, but this statement will update every unit of UNITCLASS_ARCHER to be 0.15 scale:
Code:
UPDATE ArtDefine_UnitMemberInfos SET Scale = 0.15 WHERE Type IN (SELECT UnitMemberInfoType FROM ArtDefine_UnitInfoMemberInfos WHERE UnitInfoType IN (SELECT UnitArtInfo FROM Units WHERE Class = 'UNITCLASS_ARCHER'));

Addition, the update functions don't work either for me :/ Mod loads without issues, yet nothing changes in-game.
Have you turned on logging? If so, what's the log say? If you attach your mod to a post, someone can take a look. There are many reasons your mod may not work, and it's tough to discuss all of them in the abstract.
 
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