Quick Modding Questions Thread

Thanks guys! I'll give it a try :)

Although, if I just overwrite the file (In this case it's the Immortal skin that I want to modify and use on the Berserker unit), won't this change the default berserker skin into the Immortal skin I use? I want it to just change for the Amurite Civ.

You should use GIMP with dds plugin; it's in the tutorial. It lets you edit certain parts.
Example: Copy the clothing you want from one file, and paste it over the dds file that the nif is linking to.

I'll see what I can find...

EDIT: It seems the Berserker and Immortal skins are radically different. That means more work...
 
Spoiler :
Code:
<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<FeatureNatives>
				<FeatureNative>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<bFeatureNative>1</bFeatureNative>
				</FeatureNative>
			</FeatureNatives>
I think it is this in unitinfos under which ever animal
 
Of course, with the tags TerrainAttacks, TerrainDefenses:

Spoiler :
Code:
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainAttack>50</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses>
				<TerrainDefense>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainDefense>50</iTerrainDefense>
				</TerrainDefense>
			</TerrainDefenses>

It's XML and coded accordingly in the dll.

EDIT: that's for the UnitInfos but if you mean with a promotion, yes also.
 
Does anyone know how to select a city in Python (i.e can be retrieved by CyInterface().getHeadSelectedCity()) but NOT open the city screen like CyInterface.selectCity() does? Alternatively, is there a way of quickly closing the city screen straight after a CyInterface.selectCity() call?
 
Not so much a modding question as a question about mods:
Is there any mod which merges Revolutions with the BAT and Blue Marble graphics, and maybe the K-mod changes?
 
How do I change the base city tile yield? ie I want city tiles to have a default yield of 3 Food, 2 Hammers and 2 Commerce as opposed to the current 2, 1, 1.
 
I need to cut some graphics overhead. How does the game pick which graphics to load? Does it do it when the specific graphics are needed, or does it load all those that are needed by the selected civs at the start? Or does it just grab everything at once?
 
How do I change the base city tile yield? ie I want city tiles to have a default yield of 3 Food, 2 Hammers and 2 Commerce as opposed to the current 2, 1, 1.

The file CIV4YieldInfos.xml, found in plain expansionless Civ4's Assets/XML/Terrain folder, has a tag for each yield type called "iMinCity".
 
I need to cut some graphics overhead. How does the game pick which graphics to load? Does it do it when the specific graphics are needed, or does it load all those that are needed by the selected civs at the start? Or does it just grab everything at once?

This ..>> does it load all those that are needed by the selected civs at the start?

the game loads all graphics needed for all the civs for all the eras. if they are in play or not. If they are a part of the game, they get loaded.
 
Is there a good program with which to debug a Worldbuilder file? My mod is crashing while loading a certain scenario and saying "You have been defeated" on all others, and the XML and Python logs are empty. That leads me to think that it's either a C++ error or a Worldbuilder error. How could I debug the WB file? I'll check the DLL when I get home.
 
Hi,

I have some units that wade through coastal waters. They get a promotion when in the water, allowing me to assign a different artstyle. I want them to use the same unit graphic as when they are on land but reposition it so that the legs are below the water. As it is, they look like they are walking on water. What do I have to do to change the elevation of the graphic relative to the water's surface?
 
Hello! There is scenario called "Modern Earth" http://forums.civfanatics.com/showthread.php?p=13123231
It features 40 civs.
I'd love to play as Ukraine (my native country). Ukrainian civ is already available here http://forums.civfanatics.com/downlo...o=file&id=7742
So I want to add Ukraine as 41-st civ and to give it part of the other civ land, cities and buildings. Is it possible? Can you please explain me how I can do it?

It's quite a complex task you have ahead of you.

First, you have to see if the dll of the scenario allows for more than 40 Civs.

Then, you need to add the civ in question: here is a tutorial for it. It explains how to create a civ from scratch so there are parts that you can skip as you have one done already. Still, you need to merge it in the xml files of the scenario.

Then, considering the size of the scenario, adding Ukraine to be playable is another big effort. Your tools would be the Worldbuider or editing the file *.CivBeyondSwordWBSave with a good text editor like Notepad++. There are also tutorials for that.

Good luck!
 
Is there a good program with which to debug a Worldbuilder file? My mod is crashing while loading a certain scenario and saying "You have been defeated" on all others, and the XML and Python logs are empty. That leads me to think that it's either a C++ error or a Worldbuilder error. How could I debug the WB file? I'll check the DLL when I get home.

You don't "debug a Worldbuilder file". Worldbuilder is mainly Python, works fine enough and should show what you have available in your mod. Edit: you probably mean *.CivBeyondSwordWBSave file but anyway, there is no tool to help you: it's test-crash-change and try again.

You can be "defeated" because certain xml tags are missing in the mod or because there are some inconsistencies in the scenario file or contradictions between the xml and the scenario. I suppose you have Python exceptions enabled? Any error messages that can help you? If it's a C++ error crashing a scenario at the start, it would crash any other game started with it.
 
This ..>> does it load all those that are needed by the selected civs at the start?

the game loads all graphics needed for all the civs for all the eras. if they are in play or not. If they are a part of the game, they get loaded.

Okay, thanks! I see I have some civs to chop, then.
 
It's quite a complex task you have ahead of you.

First, you have to see if the dll of the scenario allows for more than 40 Civs.

Then, you need to add the civ in question: here is a tutorial for it. It explains how to create a civ from scratch so there are parts that you can skip as you have one done already. Still, you need to merge it in the xml files of the scenario.

Then, considering the size of the scenario, adding Ukraine to be playable is another big effort. Your tools would be the Worldbuider or editing the file *.CivBeyondSwordWBSave with a good text editor like Notepad++. There are also tutorials for that.

Good luck!
Thanks for answer! Now I see with what to begin.
I have already looked at the file structure here
http://forums.civfanatics.com/showthread.php?t=135669
and it doesn't look very complicated.
As I understand there are 3 parts?
1)Add civ and set dimplomatic relationships, starting techs etc for it
2)Change owner of Ukrainian cities from CIS to Ukraine
3)Change owner of Ukrainian units
Is that enough?
 
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