Quick Modding Questions Thread

... schema file ...
This file is related to the DLL file and I have avoided making changes to these types of files for that very reason.
 
I had the same thing. you have something illegal in your schema, possibly a duplicate entry.

Try opening it in VS (maybe you also need to add it to the project). It usually shows errors and warnings for schema and XML files in the 'error list' tab.
 
Hey folks,

I'm adding some custom civs for a modmod I'm working on for some friends (based on FfH2), and I'm running into a snag. Basically, I'm trying to make one of the custom civs so that when they conquer another city, that city doesn't spend any time in revolt. This seems like it should be simple enough to manage, but damned if I can figure out how to do it. Could anyone point me in the right direction, here? Am I looking for a python solution, or should it be possible to do in xml?
 
you can end revolt by sacrificing a great artist or for ffh any of those acolytes for culture. maybe use this effect and grant 1 culture to the city
 
Not possible with XML, but no problem with Python.
In CvEventManager, there's the event onCityAcquiredAndKept, after which you can just check which civ it is, and if it's the right one you can reset the revolt time.
...but i guess...you don't have any python experience, right?
 
Thanks for the replies. I'm trying to teach myself some python, but right now I'm pretty clueless.

Looking at the event in question in CvEventManager, the problem I'm having now is that I can't find any setOccupationTimer command attached. I'm reasonably sure I know enough python to set up an if - then string that would check the conquering civilization and set the OccupationTimer to 0 if it matches up, but I'm not sure where to put the code.
 
In the CvEventManager nearly nothing is really done. It's "only" an interface for modders, like e.g. also CvGameUtils.py. So if something is not there, then it's done in the .dll, but you can override it with Python (in most cases).
-> no problem with putting it to where i mentioned it.

And in case you don't know it already (probably not), the Civ4 Python API is here.
 
I would like to add the marsh terrain to my mod for BTS 3.19 so I can have "Pripet Marshes"
I got this from http://forums.civfanatics.com/downloads.php?do=file&id=4816 which was designed for was for Warlords.

I have managed to debug the XML and it loads OK, however, when I change to worldbuilder, I do not have a terrain map so I can not add marsh to the map via it.

Spoiler CIV4ArtDefines_Terrain.XML :
Code:
		<TerrainArtInfo>
			<Type>ART_DEF_TERRAIN_MARSH</Type>
			<Path>Art/Terrain/Textures/MarshBLEND.dds</Path>
			<Grid>Art/Terrain/Textures/Marshgrids.dds</Grid>
			<Detail>Art/Terrain/Textures/CoastDetail.dds</Detail>
			<Button>Art/Interface/Buttons/BaseTerrain/Marsh.dds</Button>
			<LayerOrder>60</LayerOrder>
			<AlphaShader>0</AlphaShader>
			<TextureBlend01>1,180 5,270 9,180  13,270 17,180 21,270</TextureBlend01>
			<TextureBlend02>1,270 5,0   9,270  13,0   17,270 21,0  </TextureBlend02>
			<TextureBlend04>1,0   5,90  9,0    13,90  17,0   21,90 </TextureBlend04>
			<TextureBlend08>1,90  5,180 9,90   13,180 17,90  21,180</TextureBlend08>
			<TextureBlend03>3,0   7,180 11,0   15,180 19,0   23,180 27,0   31,180</TextureBlend03>
			<TextureBlend06>3,90  7,270 11,90  15,270 19,90  23,270 27,90  31,270</TextureBlend06>
			<TextureBlend12>3,180 7,0   11,180 15,0   19,180 23,0   27,180 31,0</TextureBlend12>
			<TextureBlend09>3,270 7,90  11,270 15,90  19,270 23,90  27,270 31,90</TextureBlend09>
			<TextureBlend07>4,0   8,270 12,0   16,270 20,0   24,270 28,0   32,270</TextureBlend07>
			<TextureBlend14>4,90  8,0   12,90  16,0   20,90  24,0   28,90  32,0</TextureBlend14>
			<TextureBlend13>4,180 8,90  12,180 16,90  20,180 24,90  28,180 32,90</TextureBlend13>
			<TextureBlend11>4,270 8,180 12,270 16,180 20,270 24,180 28,270 32,180</TextureBlend11>
			<TextureBlend10>2,0   6,90  10,0   14,90  18,0   22,90  26,0</TextureBlend10>
			<TextureBlend05>2,90  6,0   10,90  14,0   18,90  22,0   26,90</TextureBlend05>
			<TextureBlend15>29,0 </TextureBlend15>
		</TerrainArtInfo>
Spoiler CIV4ArtDefines_Feature.xml :
Code:
		<FeatureArtInfo>
			<Type>ART_DEF_FEATURE_MUD</Type>
			<bAnimated>0</bAnimated>
			<bRiverArt>1</bRiverArt>
			<TileArtType>TILE_ART_TYPE_NONE</TileArtType>
			<LightType>LIGHT_TYPE_SUN</LightType>
			<fScale>1.25</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<Button>Art/Interface/Buttons/BaseTerrain/Marsh.dds</Button>
			<FeatureVariety>
				<FeatureArtPieces>
               		<FeatureArtPiece>
                  		<ModelFile>Art/Terrain/Features/Floodplain/FloodPlain_baseALL.dds</ModelFile>
                  		<Connections/>
               		</FeatureArtPiece>
            	</FeatureArtPieces> 
				<FeatureDummyNodes/>
				<bGenerateRotations>0</bGenerateRotations>
				<VarietyButton>Art/Interface/Buttons/BaseTerrain/Marsh.dds</VarietyButton>
			</FeatureVariety>
		</FeatureArtInfo>
Spoiler CIV4ArtDefines_Bonus.xml :
Code:
			<BonusArtInfo>
			<Type>ART_DEF_BONUS_SWAMP</Type>
			<fScale>1.22</fScale>
			<fInterfaceScale>0.8</fInterfaceScale>
			<NIF>Art/Terrain/Resources/Swamp/Wheat.nif</NIF>
			<KFM>Art/Terrain/Resources/Swamp/Wheat.kfm</KFM>
			<Button>Art/Interface/Buttons/BaseTerrain/Marsh.dds</Button>
			<FontButtonIndex>43</FontButtonIndex>
		</BonusArtInfo>
Spoiler CIV4TerrainInfos.xml :
Code:
		<TerrainInfo>
			<Type>TERRAIN_MARSH</Type>
			<Description>TXT_KEY_TERRAIN_MARSH</Description>
			<Civilopedia>TXT_KEY_TERRAIN_MARSH_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_TERRAIN_MARSH</ArtDefineTag>
			<Yields>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</Yields>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<bWater>0</bWater>
			<bImpassable>0</bImpassable>
			<bFound>0</bFound>
			<bFoundCoast>0</bFoundCoast>
			<bFoundFreshWater>0</bFoundFreshWater>
			<iMovement>2</iMovement>
			<iSeeFrom>0</iSeeFrom>
			<iSeeThrough>0</iSeeThrough>
			<iBuildModifier>0</iBuildModifier>
			<iDefense>0</iDefense>
			<Button>Art/Interface/Buttons/BaseTerrain/Marsh.dds</Button>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_HORSE_RUN</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_CHARIOT_LOOP</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_CHARIOT_END</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_WAR_CHARIOT_LOOP</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_WAR_CHARIOT_END</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_LOOP</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_END</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_OCEAN1</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_OCEAN_LOOP1</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_OCEAN1</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_OCEAN_END1</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_OCEAN2</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_OCEAN_LOOP1</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_OCEAN2</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_OCEAN_END2</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_DESTOYER</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_DESTROYER_RUN_LOOP</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_DESTROYER</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_DESTROYER_RUN_END</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_IRONCLAD</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_IRONCLAD_RUN_LOOP</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_IRONCLAD</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_IRONCLAD_RUN_END</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TRANSPORT</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TRANSPORT_RUN_LOOP</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TRANSPORT</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TRANSPORT_RUN_END</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_SUBMARINE</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_SUBMARINE_RUN_LOOP</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_SUBMARINE</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_SUBMARINE_RUN_END</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_GUNSHIP</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_GUNSHIP_RUN_LOOP</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_GUNSHIP</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_GUNSHIP_RUN_END</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILLERY_RUN_LOOP</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILLERY_RUN_END</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_RUN</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_STOP</FootstepAudioScript>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_OCEAN_SELECT_AMB</WorldSoundscapeAudioScript>
			<bGraphicalOnly>0</bGraphicalOnly>
		</TerrainInfo>
Spoiler CIV4FeatureInfos.xml :
Code:
		<FeatureInfo>
			<Type>FEATURE_MUD</Type>
			<Description>TXT_KEY_TERRAIN_MARSH</Description>
			<Civilopedia>TXT_KEY_TERRAIN_MARSH_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_MUD</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>-40</iHealthPercent>
			<iDefense>50</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>			
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>1</bNoCity>
			<bNoImprovement>1</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>			
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_MARSH</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_RUN_LEAVES</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_STOP_LEAVES</FootstepAudioScript>
				</FootstepSound>
			</FootstepSounds>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
Spoiler CIV4BonusInfos.xml :
Code:
		<BonusInfo>
			<Type>BONUS_SWAMP</Type>
			<Description>TXT_KEY_BONUS_SWAMP</Description>
			<Civilopedia>TXT_KEY_BONUS_SWAMP_PEDIA</Civilopedia>
			<BonusClassType>BONUSCLASS_GENERAL</BonusClassType>
			<ArtDefineTag>ART_DEF_BONUS_SWAMP</ArtDefineTag>
			<TechReveal>NONE</TechReveal>
			<TechCityTrade>NONE</TechCityTrade>
			<TechObsolete>NONE</TechObsolete>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<iAITradeModifier>0</iAITradeModifier>
			<iAIObjective>0</iAIObjective>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			<iPlacementOrder>4</iPlacementOrder>
			<iConstAppearance>0</iConstAppearance>
			<iMinAreaSize>3</iMinAreaSize>
			<iMinLatitude>0</iMinLatitude>
			<iMaxLatitude>90</iMaxLatitude>
			<Rands>
				<iRandApp1>25</iRandApp1>
				<iRandApp2>25</iRandApp2>
				<iRandApp3>0</iRandApp3>
				<iRandApp4>0</iRandApp4>
			</Rands>
			<iPlayer>0</iPlayer>
			<iTilesPer>16</iTilesPer>
			<iMinLandPercent>0</iMinLandPercent>
			<iUnique>0</iUnique>
			<iGroupRange>0</iGroupRange>
			<iGroupRand>0</iGroupRand>
			<bArea>1</bArea>
			<bHills>0</bHills>
			<bFlatlands>1</bFlatlands>
			<bNoRiverSide>1</bNoRiverSide>
			<bNormalize>1</bNormalize>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_MARSH</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FeatureBooleans/>
			<FeatureTerrainBooleans/>
			<bUseLSystem>0</bUseLSystem>
		</BonusInfo>
Can some one please review my XML code and check for me.

Is the bolded part required
World Builder Icon.
,path to icon,path to corresponding Atlas,#,#
numbers are x,y location in the atlas.
 
If you are using an icon that is in an atlas then you need the full specification, including the leading comma: ",dds-file,atlas-file,iX,iY".

If you just want to use a dds file directly, then you just specify that one thing: "dds-file".

In both your CIV4ArtDefines_Bonus.xml and CIV4ArtDefines_Feature.xml you have the Button defined wrong (CIV4ArtDefines_Terrain.XML looks OK). Both of them either need a leading comma to make it an atlas style specification or it needs to have the first comma and everything after it removed to make it just a dds file specification. If you fix those, it might solve your WB problem.
 
I have changed the files and edited the post above with the new code but it still errors.
i.e. in Worldbuilder there are no icons in the Terrain tab

EDIT1: this is what the previous entry in the XML looks like
Spoiler :
Code:
		<TerrainArtInfo>
			<Type>ART_DEF_TERRAIN_WINTERHILL</Type>
			<Path>Art/Terrain/Winter/HillBlend.dds</Path>
			<Grid>Art/Terrain/Winter/HillGrids.dds</Grid>
			<Detail>Art/Terrain/Winter/IceDetail.dds</Detail>
			<Button>,Art/Interface/Buttons/BaseTerrain/Hill.dds,Art/Interface/Buttons/BaseTerrain_TerrainFeatures_Atlas.dds,4,1</Button>
			<LayerOrder>79</LayerOrder>
			<AlphaShader>0</AlphaShader>
			<TextureBlend01>8,0</TextureBlend01>
			<TextureBlend02>1,0</TextureBlend02>
			<TextureBlend04>6,0</TextureBlend04>
			<TextureBlend08>5,0</TextureBlend08>
			<TextureBlend03>2,0</TextureBlend03>
			<TextureBlend06>10,0</TextureBlend06>
			<TextureBlend12>12,0</TextureBlend12>
			<TextureBlend09>9,0</TextureBlend09>
			<TextureBlend07>3,0</TextureBlend07>
			<TextureBlend14>14,0</TextureBlend14>
			<TextureBlend13>11,0</TextureBlend13>
			<TextureBlend11>4,0</TextureBlend11>
			<TextureBlend10>7,0</TextureBlend10>
			<TextureBlend05>13,0</TextureBlend05>
			<TextureBlend15>15,0 16,0</TextureBlend15>
		</TerrainArtInfo>

EDIT2: I have also tried extracting the "baseterrain_terrainfeatures_atlas.dds" from the Civ4 PAK files and putting it into my mods "Art/Interface/Buttons/" folder from to see if that will work.

This gave me the icon, but when I click on the map I get "bitterwinter snow" instead of swamp or marsh terrain.

EDIT3: I found a workaround. I placed a settler on each of the tiles I wanted to change. And then opened the saved WBS file and found all the SETTLERS tiles, removed the settlers and added
Code:
	BonusType=BONUS_SWAMP
	FeatureType=FEATURE_MUD
	TerrainType=TERRAIN_MARSH
to each tile.
 
Hello all,

I was just wondering, is there any way to impliment the different ethnicities in cities, like there was in Civ3?

Thanks.

Hal.
 
Sorry I should make myself clearer, I mean as in the citizens.

In Civilization 3 you could have many different citizens from many different nations in your cities.
 
Do you mean the specialists images? Since I don't think any other citizens are displayed there.

I'm not aware of an option or a mod that enables this.
 
Sorry,

When you use fascism in civ3 it makes non nationals go from your cities if you added them with workers and so on.

My English isnt as great as I thought :p
 
It's not your English...
I haven't played Civ3 for years, and even when I did - it wasn't that much.
So are you talking about an actual effect on gameplay or is it a graphical/art change?
 
Actual effect on gameplay, as it allowed ethnic cleansing or increased production as you could use foreign workers.

I would like to know if its possible as it would give nationhood a bit of flavour if it had more effects
 
Any Problems placing comments between XML elements
e.g.
Code:
		</UnitInfo>
<!-- Prophet -->
<!-- Artist -->		
		<UnitInfo>
If not, I would like to use it as a change-control system
e.g.
Code:
		</UnitInfo>
<!-- Prophet -->
<!-- Artist -->
<!-- -->
<!-- Changes made in SP1 -->
<!-- -->
<!-- 18 Mar 2011 - Changed Art reference from xxxx to yyyy -->		
		<UnitInfo>

It seem a bit of an overkill, but it will allow me to keep a better track of changes made
 
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