Quick Modding Questions Thread

well I have a ssuspiion that my xml files may be resposible an dhere is why:

I started to work on my mod back when my BTS version was 3.0. This means that the base files I have modded (like buildings, units, tech) all version 3.0 at its core. If something has changed in the 3.19 that cause changes in those files structure - this could be the cause.
Its not an obviosu error - otherwise it would show right during xml loading, but something may be conflicting (like my dead units fighting issue that was resolved after I deleted old animation xml file from my mod that I wasn't using but they were left over from 3.0 and problem immediately went away).

I really do not want to re-do my mod from the scratch on 3.19 base files, so trying to eliminate my modding files 1 by 1 to see if problem related to one more than the other.
 
I am making a flag without alpha channel,but in game it only displays a red flag and I have set whiteflag to 1.
Can anybody help me?
I can't send the flag because it's a dds file.
 
But it should have an alpha. Flags (if they are not teamcolour flags) need a totally black alpha channel.
Tried that but when I save it and then open it it is a white alpha channel.
EDIT:It works for a weird that I don't know!
 
You think on flag without teamcolor? For example you use real france flag and if i choose some other civilization flag will not change color or think of something else?
 
if anyone can help it would be great. when i add an entry on the original CIV4CivicInfos.xml and start the game, it fails to load because it doesn't get recognised. do i also have to modify the CIV4BasicInfoSchema.xml or some other xml in order to validate the extra entry?

or in simpler terms: how do you add a new entry in the CIV4CivicInfos.xml?
 
What do you mean with "does not get recognized"? The new civic doesn't appear? If so, is chacing disabled?

Because there's no real secret with adding civics, just this file, nothing else IIRC.

basically i'm trying to modify the slavery civic and make building production 25% faster. i've looked for an already existing entry that allows that but couldn't find one so i thought to add the entry iBuildingProductionModifier: 25 .
but when i run the game an error message poped up and said that according to CIV4BasicInfoSchema.xml another entry should be in that place instead. maybe the entry i added is wrong and i should try smth else but have no idea what or how to make it work.

i'll post image if necessary.


edit: image posted :)

Error Message.PNG
 
so under yield modifiers i should add iYield: 25 or smth else? i'll experiment with that and see what happens.
thanks for the replies :)

edit: tried that and same error occurs. i'll try again tomorrow and see if i can find what causes this error.

@The_J
by chacing you mean...? sorry but i'm new here so i don't know most of the terms :)

@ChaosSlayer
i also added +2 :( to the 5 largest cities to make things more balanced (that one was easy cause the entry already existed :) )
 
I want to make a background for a leader were a part is transparent so I can place some night sky behind the part that is transparent.
So do I have to make the alpha channel manually or is there some easier way to do this?
 
Manually, I'd say.
Or you have to be a bit more specific, about which image you want to use and what should be transparent. Maybe we can see an easier option.

@The_J
by chacing you mean...? sorry but i'm new here so i don't know most of the terms :)

With caching it's meant that Civ4 temporary saves the files after starting, so that the next start is then faster.
So it can happen you change a file, but Civ4 doesn't load it the next time, because it loads the cached files.

You can prevent that by disabling caching in your main Civ4.ini file.

@ChaosSlayer
i also added +2 :( to the 5 largest cities to make things more balanced (that one was easy cause the entry already existed :) )

That's what ChaosSlayer meant before. You can ONLY use entries which already exist. You can not just add new ones, doesn't work like that.
 
so under yield modifiers i should add iYield: 25 or smth else? i'll experiment with that and see what happens.
thanks for the replies :)

edit: tried that and same error occurs. i'll try again tomorrow and see if i can find what causes this error.

@The_J
by chacing you mean...? sorry but i'm new here so i don't know most of the terms :)

@ChaosSlayer
i also added +2 :( to the 5 largest cities to make things more balanced (that one was easy cause the entry already existed :) )

yes you can do this with iYield
i will look up exact syntax when i get home ;)
 
it worked! thanks ChaosSlayer and The_J for the replies. apparently i was forgetting to add the last line so the error occurred because the entry was incomplete/invalid. i also disabled caching just in case.
i'm trying to spice up the game here and there and make it more interesting. so now i'm wondering if it's possible to add a "+1 :( for 15 turns" every time i remove a forest with environmentalism. is it possible? or should i stick to simpler stuff?
other simple changes i did: ironclads move 3 tiles instead of 2, great people can be captured (except great generals n great spies).
 
The chopping unhappiness effect would need Python at least.
 
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