Pluggable?

Mylon

Amateur Game Designer
Joined
Nov 4, 2005
Messages
1,013
With the mod I'm working on right now I've made a lot of the DLL changes such that they could be adjusted with the XML. That is, with the right XML most of my mod (essentially everything except the culture model) can be turned off. I was wondering if this was anything like what the plug and play project is about. If so I'd be willing to provide the code segments to add these changes.

Examples of what I've done so far, all controlled by the GlobalDefinesAlt unless specified otherwise.

*Cities out to 4 radius, controlled by culture level (There's a bug with this right now where National Park gives the specialists if the parks are within 4 tiles, even if the city can't work them yet).
*Processes that provide a permanent bonus
*Culture produced by population.
*Bonuses providing yield modifiers (so cow can provide +% food, for example), controlled in the bonus info files.
 
The global Defines xml file is modular, format is "*_GlobalDefines.xml" and it basicaly obsoletes the Alt file as it can replace it entirely while also providing more flexibility.

Breaking up your current Alt file into several smaller ones and using the modular system to load them might make your mod a bit easier to use, you can release your code with an acompanying module bundle that people can pick and choose from.

Speaking of code, check out the World of Civ project, it aims to incorporate all the best code modifications and modules into a huge and super flexible mega mod, my own efforts will be directed their and all are welcome to join in.
 
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