Quick Modding Questions Thread

Excellent. This will work
Spoiler :
Code:
		<CivilizationInfo>
			<Type>CIVILIZATION_BARBARIAN</Type>
			<Description>TXT_KEY_CIV_BARBARIAN_DESC</Description>
			<ShortDescription>TXT_KEY_CIV_BARBARIAN_SHORT_DESC</ShortDescription>
			<Adjective>TXT_KEY_CIV_BARBARIAN_ADJECTIVE</Adjective>
			<Civilopedia>TXT_KEY_CIV_BARBARIAN_PEDIA</Civilopedia>
			<DefaultPlayerColor>PLAYERCOLOR_BLACK</DefaultPlayerColor>
			<ArtDefineTag>ART_DEF_CIVILIZATION_BARBARIAN</ArtDefineTag>
			<ArtStyleType>ARTSTYLE_BARBARIAN</ArtStyleType>
			<bPlayable>0</bPlayable>
			<bAIPlayable>0</bAIPlayable>
			<Cities>
				<City>TXT_KEY_CITY_NAME_CHEROKEE</City>
...
				<City>TXT_KEY_CITY_NAME_TARTAR</City>
			</Cities>
			<Buildings>
				<Building>
					<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
					<BuildingType>NONE</BuildingType>
				</Building>
			</Buildings>
			<Units>
				<Unit>
					<UnitClassType>UNITCLASS_WORKER</UnitClassType>
					<UnitType>NONE</UnitType>
				</Unit>
[B]				<Unit>
					<UnitClassType>UNITCLASS_EARLY_INFANTRY</UnitClassType>
					<UnitType>UNIT_WW2_PARTISAN</UnitType>
				</Unit>[/B]
			</Units>
			<FreeUnitClasses/>
			<FreeBuildingClasses/>
			<FreeTechs/>
			<DisableTechs/>
			<InitialCivics>
				<CivicType>CIVIC_DEMOCRACY</CivicType>
				<CivicType>CIVIC_JUDICIAL</CivicType>
				<CivicType>CIVIC_SKILLED</CivicType>
				<CivicType>CIVIC_FREEMARKET</CivicType>
				<CivicType>CIVIC_US_USSR_INDUSTRY1</CivicType>
			</InitialCivics>
			<Leaders>
				<Leader>
					<LeaderName>LEADER_BARBARIAN</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>
			</Leaders>
			<DerivativeCiv>NONE</DerivativeCiv>
			<CivilizationSelectionSound/>
			<CivilizationActionSound/>
		</CivilizationInfo>
	</CivilizationInfos>
</Civ4CivilizationInfos>
Just getting back up to "modding" speed again ... have some <herp> <derp> moments. ;)
 
I just redid the largest part of the upgrade system of my mod, which was (after I added a lot of units, recklessly) a mess. Now though, I have a problem with the Sevopedia, as the Unit Upgrades tab appears empty. Is there anything that I may've screwed up, or are the chains just too long now, perhaps?

EDIT: Okay, I must've screwed something up, probably graphical, as it turned out that once I removed one units upgrades (even forgetting a UU), it suddenly worked. Wiard.

EDIT2: Riiiiight, so it's even more mindboggling to me now. If the Chariot here can upgrade to the Horse Archer, it will not show, but if the Chariot only upgrades to the Horseman and the War Elephant, it will work swimmingly. Which is weird. Really weird. Ah well.
 
I want to ensure my game supports French, German, Italian and Spanish as well. In the text file, I discovered this
Code:
		<German>
			<Text>Baltikumland</Text>
			<Gender>Neuter:Neuter:Neuter</Gender>
			<Plural>0:0:0</Plural>
		</German>
Can some please explain this better than the Modiki provides
 
You have a very bad example there.

In some languages words change their plural in another way, and sometimes they also change depending on the gender.
e.g. president is in German Präsident (male singular) or Präsidentin (female singular), or presidents would be Präsidenten (male plural) or Präsidentinnen (female plural).
In civ you'd make
PHP:
		<German>
			<Text>Präsident:Präsidentin:Präsidenten:Präsidentinnen</Text>
			<Gender>Male:Female:Male:Female</Gender>
			<Plural>0:0:1:1</Plural>
		</German>

indicating for every word its gender and if it's plural or not.
In the example which you picked, the additional entries in the gender and plural lines are redundant.

(at least that's how I think it works; had not really cared about that in my mod, there was much more important stuff to do than correct genders)
 
In the example which you picked, the additional entries in the gender and plural lines are redundant.
Thanks. That makes more sense.

EDIT: I was motivated to do this because of how you list the languages in the modpacks list
 
I'm getting a weird error here. When I put in a leaderhead to my modular folder in my personal mod, you can't play as them, but they show up in in Civilopedia. You can put in a custom civ into the modular folder and it works. (The CIV4CivilizationInfos file has been edited to put in the new leader.) It was working before.

Do you know what's going on?

EDIT: Er, never mind. I solved it on my own.
 
Is it possible to make military pact from defensive pact. Military pact i think on (offensive/defensive pact) If i in military pact with Saladin and Napoleon and I declare war on Alexander, and then are Saladin and Napoleon in war with Alexander. Or Napoleon declare war on Caesar, i am in war with Caesar, and pact canceled as in Civ4Bts, but we are in war (as defensive pact in BTS).
Whether this can be done in python and we keep CONTACT_DEFENSIVE_PACT tag? Just to rearrange defensive pact, to remain defensive pact but only upgrade in python. Is this possible? Is this one already made?
 
Cities dont appear in the vassal states trade options. I want them to. Wat do?
 
How do I go about editing this file. is there a DLL extractor available somewhere?

Well, if you are not familiar with editing the dll and compiling it, it might be a bit difficult. Editing the specific file is relatively easy but for re-compiling the dll afterwards, you will need a software, which in itself is easy to use but a bit complex to set up properly.

If you want to try it, I suggest that you read this excellent tutorial first: http://forums.civfanatics.com/showthread.php?t=405444
 
Well, if you are not familiar with editing the dll and compiling it, it might be a bit difficult. Editing the specific file is relatively easy but for re-compiling the dll afterwards, you will need a software, which in itself is easy to use but a bit complex to set up properly.

If you want to try it, I suggest that you read this excellent tutorial first: http://forums.civfanatics.com/showthread.php?t=405444
will this allow me to edit a preexisting dll? I'm trying to do this for a preexisting mod.
 
You cannot edit .dll files.
If you have a finished .dll from another mod, then you need to take a look in the mod's files, to see if the source files for the .dll are there.
If yes, then you have to merge the changes from these files into the normal .cpp and .h files, and compile a new .dll.
 
You cannot edit .dll files.
If you have a finished .dll from another mod, then you need to take a look in the mod's files, to see if the source files for the .dll are there.
If yes, then you have to merge the changes from these files into the normal .cpp and .h files, and compile a new .dll.

and since it's not, looks like I'll have to pester the developer.
 
In my log "xml" are a lot of lines with the following or almost similar lines (the files are different):

Code:
[80405.863] info type NONE not found, Current XML file is: xml\Buildings/CIV4BuildingInfos.xml

I´ve checked some of them. Most are referring to tags with text but in the LeaderHeadInfos there are some tags of "Miscellaneous".

Is this something to care about or can I just ignore these lines generally?

Is there any tutorial which explains how to use the logs, f.e. which logs are important?
 
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