Need help disabling nukes

blasto

Prince
Joined
Jun 14, 2010
Messages
424
I need help disabling nukes please. I had it disabled via the CIV5projects.xml file and the changing of the "manhattan project" variable. But then I inadvertently enabled a mod which seems to make the system use a new civ5project.xml file that doesn't even have the Manhattan project listed in it. Disabling the mod doesn't seem to restore the original civ5project.xml file. It seems only one exists at a time, now its the one in the MOD folder.

Has anyone dealt with this that can clue me in? Or will I have to do a Steam repair?

TIA
 
I think this thread is better suited in the C&C area...or maybe tech support, but for now C&C.
Try to first delete the mod by hand in the mods directory, then afterwards validate your game files via steam. That should hopefully fix it.
 
But then I inadvertently enabled a mod which seems to make the system use a new civ5project.xml file that doesn't even have the Manhattan project listed in it.

XML mods don't work that way. They don't replace the original file, they only modify individual elements within it. The name of a gamedata XML file is irrelevant, because it all gets parsed into an SQL database, so it won't ignore your file in favor of one with the same name.

What's more likely is that your own mod is messing up. If you've screwed up a file to where it can't compile, then it'll simply not apply any of the changes within your file. But there are other errors that would allow it to still compile, while not doing what you'd intended. For instance, compare the following two mods:

Option 1:
Code:
<GameData>
  <Projects>
    <Delete Type="PROJECT_MANHATTAN_PROJECT"/>
  </Projects>
</GameData>

Option 2:
Code:
<GameData>
  <Projects>
    <Delete Type="PROJECT_MANHATTAN_PROJECT"
  </Projects>
</GameData>

What's the difference? Option 2 accidentally left off the /> at the end of the Delete command. Option 1 would do what you intended, and delete that individual entry, while Option 2 would delete the entire table.
So without seeing your code, we can't tell you what you did wrong, but mods don't work the way you seem to think they do. It's more likely that you introduced some hard-to-spot error into your change.
 
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