Quick Modding Questions Thread

Maybe you start the game loading the XML files from cache?
 
I can only think of two reasons why it isn't working

1) the cache needs to be cleared - hold down the shift key when loading Civ, or

2) the modified file is not being loaded because there is an error in the XML of a type not checked for by BtS. If you have only changed that tag make sure that you haven't messed the begin or end tag up - one time I had typed over the "<".
 
Well, I didn't know anything about clearing the cache- but I held down the shift key the whole time the game was loading, still didn't change. Checked for typos too. :(
 
1) Reopen the file to check if the changed data is actually saved.
2) It may be that what you changed is the base XML file, while the actual data of that particular building is loaded from another file, such as modules.
 
1) Reopen the file to check if the changed data is actually saved.

Did that every step of the way. Good thinking though. :thumbsup:

2) It may be that what you changed is the base XML file, while the actual data of that particular building is loaded from another file, such as modules.

Ah. Hmm.

...how do I find the modules? :dunno:
 
Hi! I would like to add certain worker commands to certain combat units. I've seen mention of it before, but I can't figure out how -- just copying over the code for commands always results in a crashed game for me. What am I missing?

Thanks!
 
Hi! I would like to add certain worker commands to certain combat units. I've seen mention of it before, but I can't figure out how -- just copying over the code for commands always results in a crashed game for me. What am I missing?

Thanks!

Original AI coding for this doesn't really LIKE this sort of thing - additionally, you can make combat units be able to perform worker commands all you want and even if there are no errors, it's only going to serve, without some AI adjustments, the player - the AI players won't be able to have their units take advantage of those new abilities. Not without some dll coding work.
 
How could I enable Fishing Boats and Offshore Platforms to be buildable on any sea tile (or only ocean in the latter case) even without the appropriate resource?
 
Code:
<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_CLAM</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_CRAB</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_FISH</BonusType>
					[COLOR="Red"]<bBonusMakesValid>1</bBonusMakesValid>[/COLOR]
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>3</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>

you need to change all those bonus makes valids to 0 I think, and then also add a basic yield, otherwise it won't do anything, if you look at some of the other improvements it'll show you how to do that, somthing like a farm. this is improvementinfo.xml in the xml/terrain folder
 
you need to change all those bonus makes valids to 0 I think, and then also add a basic yield, otherwise it won't do anything, if you look at some of the other improvements it'll show you how to do that, somthing like a farm. this is improvementinfo.xml in the xml/terrain folder

That´s definitely not it, that tag is set to 1 even with Farms and Mines and their respective resources. I already added basic yields. I think I might try the <TerrainMakesValids> tag and see how that works. Thanks for your help though.
 
bBonusMakesValid makes the improvement buildable in any terrain so long as the bonus is present.
For instance, even mines on flat lands.

bTerrainMakesValid makes the improvement buildable in that terrain, provided other conditions are fulfilled.
For instance, farms can be built on grass and plains, provided it is not a hill
 
Citadel provides bonus exp to seige units, is there a way I can make that immune to going obsolete with economics?

How about designing a building that replaces it if you're missing the modifier after it obsoletes? I don't think there's a tag use alone that can pull this off without modding the dll or some kind of skillful python. You could always just make the building itself not obsolete too... the defense modifier in vanilla bts is pretty much obsolete with gunpowder and after units anyhow, no?
 
Tried and tested.
If it isn't the strategy text, C2C is special.
 
Back
Top Bottom