Quick Modding Questions Thread

Could be everywhere...i think there are some things hardcoded in the advisors, screens and maybe in the file which is responsible for the WV.

Ive downloaded a few mods, some folders say standard install and they also have a folder named woc. For example 'tech by conquest' what does it mean this woc?

Thanks in advance ;)

WoC was a project for easier Civ4 modding.
If you use it, then you don't have to put everything into all the XML files, but only the stuff you want to change.
Take a look at the mentioned XML files, there's nearly nothing in them, but they do their job.
 
WoC was a project for easier Civ4 modding.
If you use it, then you don't have to put everything into all the XML files, but only the stuff you want to change.
Take a look at the mentioned XML files, there's nearly nothing in them, but they do their job.

Would be more useful if you don't want to change everything. Total Conversion Mod.
 
Maybe I'm thinking of civ III, but I thought there was an xml tag in the buildinginfo file that caused a building to produce unit X once every y turns. What is the tag for this if it exists?

You need python for that. There is a thread on it on python scripting somewhere, I've read it.

Another question though, how do you reduce the size of an animated explosion. I have a nice unit, but the exploison is too big.
 
I've got a few questions.

1. I'm using the BUG/BAT mod. How would I change the texture for some of the units for the different nations? For example, I don't like the American Tank version, how could I revert it back to the original?

2. Does the game get slower with the greater number of custom art/textures that you use? Like I said above, I'm using BUG/BAT and it seems like the game lags more than vanilla.

3. Which file can I change the amount of experience a Warlord gives when it combines with a unit?

4. Does the greater number of unit graphics for each unit lag the game more? For example, if I wanted all the units in the game to have 5 instead of 3 graphics, would it slow it down at all? If so, does that mean that using single-unit graphics speeds it up?

That's all for now. I will probably have more soon. :P
 
You need python for that. There is a thread on it on python scripting somewhere, I've read it.

God, you've confused me now here...the quoted post is more than a half year old :D.

Another question though, how do you reduce the size of an animated explosion. I have a nice unit, but the exploison is too big.

Is it an externally added explosion which is mentioned in the EffectInfos file or is it in the .nif itself?

I've got a few questions.

1. I'm using the BUG/BAT mod. How would I change the texture for some of the units for the different nations? For example, I don't like the American Tank version, how could I revert it back to the original?

Do you only not like the texture or the whole model?

2. Does the game get slower with the greater number of custom art/textures that you use? Like I said above, I'm using BUG/BAT and it seems like the game lags more than vanilla.

The custom screens and notifications from BUG are rather the cause for this.

3. Which file can I change the amount of experience a Warlord gives when it combines with a unit?

Assets\XML\Units\UnitInfos.xml, the entry
PHP:
<iLeaderExperience>20</iLeaderExperience>

4. Does the greater number of unit graphics for each unit lag the game more? For example, if I wanted all the units in the game to have 5 instead of 3 graphics, would it slow it down at all? If so, does that mean that using single-unit graphics speeds it up?

:yup:
 
Does anyone know anything about this 'Init Fonts' error?
 
Do you only not like the texture or the whole model?

Yeah just the custom texture (I think). I'd rather use the vanilla Tank graphics.

The custom screens and notifications from BUG are rather the cause for this.

I noticed that the greatest lag is for the diplomacy screens and Wonder movies. Whenever they pop up, the game lags for a full 5 seconds. SO ANNOYING! Is this because of BUG?

If I turn off the custom notifications and other stuff in the Mod Options, will it speed the game up? Or is the lag internal that will slow the game no matter what as long as I'm playing the mod?

EDIT:

Am I just blind or is the Warlord unit not in the UnitInfos.xml file?

EDIT 2: Nevermind, found it. It wasn't in the UnitInfos.xml for the BUG/BAT. Weird.
 
Yeah just the custom texture (I think). I'd rather use the vanilla Tank graphics.

Okay...then...i don't have BAT here, so i don't know how exactly they added the unit and what to remove.
Easiest case is, that they've placed the new model just at the same place in the BAT subfolders where it also is in the main game.
In that case, you have to find the folder BAT\Art\Units\Tank and delete it (but don#t delete it, rename it, just in case that was wrong).

I noticed that the greatest lag is for the diplomacy screens and Wonder movies. Whenever they pop up, the game lags for a full 5 seconds. SO ANNOYING! Is this because of BUG?

:hmm: no, shouldn't, ...i think, unless BUG does a ton of actions with diplomacy and wonder infos.
:think: i think you can disable the wonder movies somewhere, would be helpful for finding the basic problem...:think: where was that...

If I turn off the custom notifications and other stuff in the Mod Options, will it speed the game up? Or is the lag internal that will slow the game no matter what as long as I'm playing the mod?

I think disabling some should speed it up, but the only people who can sure tell you about it are the BUG people.
 
You haven't told us what exactly the error is ;).
And did you do anything with the fonts?

It says:
Sid Meier's Civilization 4: Beyond the Sword has stopped working
Windows is checking for a solution to the problem.
<and then a little loading bar>

I have no idea what I did to the fonts. Could changing the religions have done it.
 
It says:

I have no idea what I did to the fonts. Could changing the religions have done it.

If you've adde some without changing res\fonts\GameFont.tga + _75.tga, or if you've changed these files in a not proper way, then yes, this could be the problem.
 
And yes, that must be the problem. I have 10 religions, 5 primary, and 5 derivative.

So how would I go about changing GameFonts.tga?
 
The gamefonts.tga both have to images in them, the ones you can see, and the alpha channel for transparency. You have to change both, and both .tgas, and you have to be careful to not mess up the pixels and the distances, else it will crash too or the ingame fonts will be completly messed up. One of the problematic things is that the icons have to be in the same order like in the XML files...so first the first religion, then the second, and so on, and afterwards the corporation icons. So if you add new religions, you have to move the corp icons. The whole thing is very error prone, because single pixels matter, and if you're not working carefully...

There's a general tutorial here, but i'm not sure if it's oudatet or not. I skimmed shortly over it and it seems okay, but i'll now not go throug it.
 
I love this thread. XD

Is it possible to make a building increase the production speed of units? for example, Factories doubling the production speed of tanks?

I know that the Drydock increases production for ships, but that is by Domain. So if I did it the same with a Factory, it would have to be with all Land units, right? But that's not what I want.

Can I do this with only XML? I don't really want to get into Python editing at this point.
 
Tommerbob, why not give Tanks their very own DomainType then? It could be identical to DOMAIN_LAND in all respects, but would enable you to give a production boost to only DOMAIN_TRACKED (or whatever).
 
That seems like a dirty solution, but possibly the best in XML. It would be easy as pie to whip up an SDK soultion. Would you like me to do that? I just can't bear to see you use the dirty domain solution.
 
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