Questions re: new graphics for new eras

Herostratus

Grim Harbinger of Things to Come
Joined
Jul 24, 2009
Messages
116
So one thing I've always wanted to do with my mod is add new graphics changes for new eras, in the same way that the worker goes from looking like a slave to an engineer. I know a lot of the XML and a *teeny* bit of Python, but I have no idea where to begin with something like this.

Question #1:
Does it require modding the DLL?

And if not...
How would one implement such a graphical evolution for the Settler unit, the Fort, the Town, and/or maybe even cities? Are there scenarios or (BUG-less) mods that could be easily cribbed from?

Many thanks :D
 
So one thing I've always wanted to do with my mod is add new graphics changes for new eras, in the same way that the worker goes from looking like a slave to an engineer. I know a lot of the XML and a *teeny* bit of Python, but I have no idea where to begin with something like this.

Question #1:
Does it require modding the DLL?

And if not...
How would one implement such a graphical evolution for the Settler unit, the Fort, the Town, and/or maybe even cities? Are there scenarios or (BUG-less) mods that could be easily cribbed from?

Many thanks :D
For units, this only requires entries in the CIV4ArtDefines_Unit.xml and the CIV4UnitInfos.xml. In the first, you need to define the unit art, like you would for a new unit. In the second, you have to modify the <UnitMeshGroups> entry. I think the Great General (UNIT_GREAT_GENERAL) is a good example:
Code:
<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WARLORD_ANCIENT</EarlyArtDefineTag>
					<LateArtDefineTag>ART_DEF_UNIT_WARLORD_MODERN</LateArtDefineTag>
					<MiddleArtDefineTag>ART_DEF_UNIT_WARLORD_MEDIEVAL</MiddleArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
Normally, unit only have an <EarlyArtDefineTag> entry, but you can just add the other entries and put in the ART_DEF you want the unit to change to once you reach the new era.

Don't know how the changes for Improvements work and don't think there are any Building era art changes in vanilla BtS.
 
Don't know how the changes for Improvements work and don't think there are any Building era art changes in vanilla BtS.

There are a couple buildings that change with the era, as well as the "generic" buildings that fill out cities.

Buildings and plot improvements have appearances set by era in the dreaded "L-system" files.

Buildings are controlled in CIV4CityLSystem.xml and improvements by CIV4PlotLSystem.xml. Both of those files are in Assets/XML/Buildings.

For an example building, look for "building:LSYSTEM_LIGHTHOUSE" in CIV4CityLSystem.xml. This tag appears twice, once setting the appearance for the ancient, classical, medieval, and renaissance appearance and the second time for the industrial, modern, and future eras.

As for improvemetns, the fort already changes. In CIV4PlotLSystem.xml you can search for "goal:IMPROVEMENT_FORT". THis appears in an ARtRef 3 times, the first gives the apeparance for the ancient and classical eras, the second for medieval and renaissance, and the third for the industrial, modern, and future eras. Mines, pastures, quarries, and windmills each have 2 appearances with the tags located near the fort's. The cottage to town line has multiple possible appearances in each era. Various other things change appearance too.
 
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