Need Modding Help.

Thanks for the hint, The_J, I reuploaded the plugin the other user mentioned somewhere in the other thread. Also, as an alternative, I am providing the link you mentioned, too. The look of the export dialog might differ a little now, but the settings mentioned in my dialog should be available soemwhere. Feel free to report if there are still problems.

BTW: I'm a 'he'. ;)
 
How would I make a great person with their own abilities and change how they look, I know I cant do that it XML so any helpful programs that would be useful. This is one of the hardest things I think I am going to ask for( hopefully) I want to create a "tab" on the top right corner next to the advisors and near the date of the year. Its going to be called Expeditions where the player can buy 3 types of expedition: Exploring the Neighbors where they can buy a ship (yet to be made) that only can go into the coast but goes faster than a Galley, and on the ship it has 2 settlers, 1 explorer, and a longbowman for 800 gold... there will be 2 others like this but for more money but then you get more...thanks!
 
So... you get cracking on learning some programming, not? Because I don't believe that the forum rules allow for hiring the services of an actual programmer... :p
 
Start with the basics, preferably with Python. There is a link to a entry level textbook in my signature. Next you could take a look at my Python modding tutorial, also linked at the end of this post.

You need to work with the game interface to get the actual button working, and that would mostly be Python (right?). I guess you also need to be able to make multi-option pop-ups, and to spawn the units. Only once you know some actual programming would it make any sense to try and explain how to go about any these tasks. (Personally I really only know how to make the units appear, and I might also be able to figure out the pop-up. Perhaps there is some tutorial on creating your own game interface buttons?)
 
I think learning Python just to make a mod is a bit silly. You can make incredible mods by just manipulating the XML. all that is required for that is a word editor and basic organization skills -- no real learning required.

Certainly later on you may want to learn Python, but I have been modding for a year and have yet to really learn any programming.

I have created three very large mods and many people find them enjoyable to play. So start small and just work at learning what all the XML can do for you!
 
I think learning Python just to make a mod is a bit silly.

Not for the stuff he wants to do ;).
What he wants will need massive programming, so he should know it. If it was simpler, or if it could get circumvented with something else, then we would have said it.
 
Massive Programming for someone who is still experimenting with modding? Sure way to turn him off permanently.

Certainly what he wants to do will require programming, but let's take baby steps here rather than going on a 10 mile hike with full pack.

I would dare say that he would be elated if he knew all there was to know about XML manipulation and could create mods knowing only that -- which can be learned far more easily than even the most basic of python coding.
 
And I can't get any XML modding working right, because I only do Python modding. And its not like programming is hard to learn...

Programming is so much more rewarding than editing the XML, if that is a valid reason for getting into it.
 
Moderator Action: You will now not start a fight about how to use a knife as a spoon and vice versa. Stay on topic.

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Selene, for the underlying programming, you'll first have to know how to compile the gamecore (or in "normal english": How to create out of the programming files stuff the actual file which does all the internal handling), for that see this tutorial. How to do real programming in Civ4 see this tutorial.
But like tchristensen already said, that's probably far too complex at the moment. If you want to do anything else in your mod, then i really suggest that you do that first.
 
I do concur with the point the others are making: Start with something less hairy and save the expeditions hiring business for later.

One thing to aim for could however be to spawn units, since you will be doing that later with your new game functionality. This is somewhat complex in itself but still a far cry from getting the actual interface button to appear - and work. (I've seen implementations of this in mods that makes the game crash!)
 
I understand what your saying, though the links are a little confusing, but then can anyone provide a link on how to change how something looks, like to make a new great person with its own abilities...like how great scientists can give you a free technology or how a great engineer can give you a free building.
 
Admittedly, I prefer C++ to Python. In the free version of Microsoft Visual Studio, you can browse all the files, do group searches, and recieve helpful hints from the program. It's also more powerful than Python. But I do think that Python is a good place to start. Head First Programming, then Head First Python are good for that.
 
Python ships with the game, so the speak. The game engine has a built-in Python interpreter, and there is also a built-in Python console.

If you wanna be able to script in Python outside of the game you need to download it from Python.org - CivIV uses v2.4 if I recall correctly, so its not the most recent version.

I frequently use the default GUI that ships with the Python download, called IDLE. It has some nice features but no real bells or whistles - so it shouldn't be too confusing.

If you mean what textbook to download, the previous guy suggested Head First Python. I'd recommend How to Think Like a Computer Scientist (Python version) - link in my signature. I guess you'd be able to pick up the basics with either one of those.
 
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