Quick Modding Questions Thread

Thank you Imp Knoedel,

To all:

Is there an easy way to create a new national wonder, available at iron_working, that provides one source of iron. You could reuse the art and icons of the iron works.

I think I'll call it Deep Earth Smelting or something like that....just trying to make sure that by iron working, everyone could have access to a metal for war mongering purposes :D

Edit: Although i think I will continue to adjust the bonusinfos.xml as well
 
Thank you Imp Knoedel,

To all:

Is there an easy way to create a new national wonder, available at iron_working, that provides one source of iron. You could reuse the art and icons of the iron works.

I think I'll call it Deep Earth Smelting or something like that....just trying to make sure that by iron working, everyone could have access to a metal for war mongering purposes :D

Edit: Although i think I will continue to adjust the bonusinfos.xml as well

Very simple. Just make a new building that gives the bonus (<Bonus>BONUS_IRON</Bonus>) and make it a national wonder in the Building Class file by making it have a player instance value of 1 ie
Code:
			<iMaxGlobalInstances>-1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>1</iMaxPlayerInstances>
 
You can have more it just will not show up in the city screen or religion screen properly. You need to merge in the code that supports it. I think it is Johny Smith who wrote the python code/mod. You will also need extra icons for the unfounded version of the religion for the religion screen.



You need to edit that pedia page's python and reduce the size of the font. It should be in the Unit page in the placeStats function. I test to see if the unit has a range (or work rate for workers). If it doesn't then I use fontSize =4 otherwise 3.

Thanks all better

OK onto the next. lol This happened real quick when I was playing, a message "illegal index -1 used in sound dynamic..." I missed the rest. It didn't seem to mess with the game itself. The message also happened when I was attacking another nation and I think its unit specific as it only happened in the modern/industrial era for maybe 4 battles. Sorry I don't have more info. Am I going to have to try and recreate the error or anyone got a pretty good idea what it is/could be. Then I can start my investigation there.
 
Thanks all better

OK onto the next. lol This happened real quick when I was playing, a message "illegal index -1 used in sound dynamic..." I missed the rest. It didn't seem to mess with the game itself. The message also happened when I was attacking another nation and I think its unit specific as it only happened in the modern/industrial era for maybe 4 battles. Sorry I don't have more info. Am I going to have to try and recreate the error or anyone got a pretty good idea what it is/could be. Then I can start my investigation there.

Something is wrong with one of the sound files :D They are defined in XML/Audio and are not modular - all sound definitions have to be in those files.

If you have added units it may be that you need to move the sound definitions into those files or maybe get the sounds from where ever you got the unit.

I am also getting that error in my mod but have tracked it down to me needing to reinstall Civ IV again. :sad:
 
Anyone know if Iaiobjective in civ4bonusinfos, what it does if set to 1?

I tried looking in the built in mods for beyond the sword and didnt find it set to 1 on any of the mods I did check, but I didnt check them all.

Im hoping that it makes the ai connect this resource faster than normal...some ais lose because they didnt get copper or horses, and are slow to connect their iron resources...so I set it to 1 for Iron and the game didnt crash yet lol...
 
Anyone know if Iaiobjective in civ4bonusinfos, what it does if set to 1?

I tried looking in the built in mods for beyond the sword and didnt find it set to 1 on any of the mods I did check, but I didnt check them all.

Im hoping that it makes the ai connect this resource faster than normal...some ais lose because they didnt get copper or horses, and are slow to connect their iron resources...so I set it to 1 for Iron and the game didnt crash yet lol...

I know a couple big mods like C2C and ROM:AND have the Iaiobjective set to 10 on a few resources but the rest are 0. It also seemed that the number was set on non military resources. I wouldn't mind knowing the answer to that as well. The AI is pretty dumb sometimes its why I play with the betterAI mods(BUG/BAT)
 
Not sure if this belongs in here because it is a modding question or the tech support.

What would cause bts to crash when trying loading a mod but after you close the window saying that civ has stopped working and load bts up and load the mod again it works?

This mod always fails the 1st time and always works the 2nd time. The mods name is Varietas Delectat 9.2 also every mod that I try that has VD included gives me trouble on the 1st try.
 
I'm getting a very strange error in my mod. When I try to load up the mod, it says that the following line is "Invalid at the top level of the document." and refuses to load up the UnitInfos. I tried changing the line to below the comments, but it didn't work. Does anyone have any idea what's going on here?

Code:
<?xml version="1.0" encoding="UTF-8"?>
 

Ah, ha! I think that's it. When BTS gives the error, there's three mysterious symbols that aren't shown in my text editor.

Can I use Notepad++ and just re-encode the file?
 
I suppose so, never had the problem myself.

In Notepad++, there's an 'Encoding' menu with: Encode in UTF-8 without BOM. I just opened an xml file and it was there by default.

Edit: there's even a "Convert to UTF-8 without BOM"!
 
without any kind of error message it will likely be very difficult to say, unless someone has experienced the exact same issue and fixed it.

I was hoping it might have been a common problem. I can give more details as I can reproduce the error often, The Civ4 windows stopped at "(..........) init XML (uncached)" The dots are a sub for what ever mod I'm loading from this list BAT 4.1, Better BAT AI, Better Tomorrow, Extra, VD 9.2 and my mod which is only BUG and VD. Loading them a 2nd time after the crash they load up fine and have no problems. They have been stubborn and needed loading 3 times once in a while to work. play for hours.

Here is the error codes from windows when I clicked the tab for more details

Spoiler :
Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.9.0
Application Timestamp: 4a0c27e6
Fault Module Name: StackHash_2841
Fault Module Version: 6.3.9600.16384
Fault Module Timestamp: 521582eb
Exception Code: c0000374
Exception Offset: PCH_50_FROM_ntdll+0x0003D2EC
OS Version: 6.3.9600.2.0.0.256.48
Locale ID: 1033
Additional Information 1: 2841
Additional Information 2: 2841f6bb2069f5ec70ea4cce2121df30
Additional Information 3: e159
Additional Information 4: e159c7630f48d5b485e108c1ce1ac338

Read our privacy statement online:
http://go.microsoft.com/fwlink/?linkid=280262

If the online privacy statement is not available, please read our privacy statement offline:
C:\Windows\system32\en-US\erofflps.txt


Now since I just when through the problem I've reloaded and in my game
 
I'm adding basic tech by conquest. I have to edit the inti xml of BUG. I'm using Better BUG AI

Spoiler :
<event type="GameStart" module="CvTechChooser" function="resetTechPrefs"/>


<!-- Mods -->

<load mod="BUG Main Interface"/>
<load mod="BUG City Screen"/>
<load mod="BUG Advisors"/>

<load mod="Customizable Domestic Advisor"/>
<load mod="Better Espionage"/>
<load mod="All Eras Dawn of Man Screen"/>
<load mod="TechWindow"/>

<load mod="Not Just Another Game Clock"/>
<load mod="Advanced Scoreboard"/>
<load mod="Plot List Enhancements"/>

<load mod="Autolog"/>
<load mod="Reminder"/> <!-- requires Autolog -->
<load mod="Civ4lerts"/>
<load mod="MoreCiv4lerts"/>
<load mod="Unit Naming"/>
<load mod="FavoriteCivicDetector"/>
<load mod="EventSigns"/>
<load mod="Strategy Overlay"/>
<load mod="StatusDump"/>
<load mod="Trigger Event"/>
<load mod="BetterAI"/>
<load mod="Basic Tech Conquest"/>

<!-- BULL -->

<load mod="BULL Core"/>


Is this correct? as the instructions say to put "<load mod="Basic Tech Conquest"/>" in the appropriate section. It looks right to me but it doesn't seem to be working. Maybe I'm just more advanced.
 
You also need have a Basic Tech Conquest.ini file which tells BUG which events in the event manager it uses.

I only got 2 XML's and a PY in the download. My instructions for them were

Spoiler :
installation instructions:

put "Basic Tech Conquest.xml" in "config" folder of BUG

extract BasicTechConquest python file to "python/contrib" folder of BUG

alter BUG "init.xml" by adding the line in the appropriate section:

<load mod="Basic Tech Conquest"/>

add XML game text to /XML/text/

description by Bhruic:
 
Im a bit of a noobler. I want to create a new world wonder and basically steal the art and icons from "the temple of the sun" or shrine_uru, from the old gods mod.

I can copy and paste the xml, no problem for the civ4buildinginfos.xml...but what else do I need to do?
 
you will need to find all the relevant art and copy that to your mod with the correct file/folder paths you can name the stuff what you like you just have to put that info into the artdefines xml which you will find in the xml/art folder.

you also need to add it to the buildingclassinfos.xml this is the file that tells it it's a wonder, you just have to change one of the lines to 1, I can't remember the name, but it is fairly obvious, and if you still aren't sure, just search for another wonder and it will show you.

I think that is everything..
buildinginfos
buildingclassinfos
artdefines_building
relevant art files. (just take the whole folder of the building you want [you can rename the folder if you want])

if the art defines looks confusing, just take a look at the version of old gods and it will show you the right files to reference there.
 
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