Quick Unit Editing Questions

sourboy

Awakening...
Joined
Nov 25, 2001
Messages
5,560
Location
Minnesota
Nukes: The damage isn't set like traditional units (bombardment), so where is the script for the city/terrain/unit damage located and which parameters are to be modified?

General Units: Is there a good tutorial on editing current units (attributes, not images)? I would like to tweek some units (remove others) or simply rename them. Civ3 was so much easier... Where/how to edit Civ names?

Lastly, I don't want to edit the core game, but rather clone it and edit the copied file. Where do I save this (again, tutorial?)

thanks
 
Great, so do I save to that file to overright the game? Where do I save it to make, say, a mod? I want to backup the original file...

Also, can someone clarify the parameters?

WW_HIT_BY_NUKE = 3 - what's this?
WW_ATTACKED_BY_NUKE = 12 - what's this?
NUKE_FALLOUT_PROB = 50 - 50% chance of fallout on adjacent tiles?
NUKE_UNIT_DAMAGE_BASE = 30 - 30% damage to units no matter what?
NUKE_UNIT_DAMAGE_RAND_1 = 50 - 0-50% chance of additional damage to units?
NUKE_UNIT_DAMAGE_RAND_2 = 50 - same as above, roll 2?
NUKE_NONCOMBAT_DEATH_THRESHOLD = 60 - 60% chance of death for each non-combat unit?
NUKE_BUILDING_DESTRUCTION_PROB = 40 - 40% chance of destruction for each building?
NUKE_POPULATION_DEATH_BASE = 30 - 30% population destroyed?
NUKE_POPULATION_DAMAGE_RAND_1 = 20 - 0-20% additional population destroyed?
NUKE_POPULATION_DAMAGE_RAND_2 = 20 - same as above, roll 2?

is this correct?
 
Here are two links that explain alot (not all) taglines in XML files:

http://civ4wiki.com/wiki/index.php/Xml_files

http://modiki.apolyton.net/index.php?title=Reference_xml

they are not complete and you sometimes have to cross-reference them to get all (or more in-depth) info


NOTE: be warned sometimes the links are not always working.... retry them at a later time if they dont initially work
:mischief:


to create a new mod just make a new folder in your:

CIV4(or whatever you named your main game folder)\Mods folder

then create the correct/corresponding folders with the files you are going to edit/replace

for example... lets say you are going to edit/change the XML file CIV4UnitInfos.xml file

first you go copy that file located here:

CIV4\Assets\XML\Units Folder

copy that file

then go to your

CIV4\Mods Folder

create a new folder (whatever you want to call your mod)

CIV4\Mods\NewMod folder

then create the folders that follow the original path
CIV4\Mods\NewMod\Assets\XML\Units Folder

place the CIV4UnitInfos.xml in the Units Folder

then edit this copy of the CIV4UnitInfos.xml


there are three ways to have your mod load up

1) start the game as normal... then pick "advanced" then pick "load a mod" and pick your mod

(for my example it would be "NewMod")

2) Edit CivilizationIV.ini config file

Find:


; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = 0

using my mod name example change that "Mod =" line to
Mod = Mods\NewMod

this will load the mod everytime you load the game...

3) create a shortcut of your CIV4 startup game

Secondary click on the new shortcut and select "properties"

See the entry that says:


Target: "C:\Civ4\Civilization4.exe"

Using my example change it to:

"C:\Civ4\Civilization4.exe -mod= NewMod"

now this shortcut will load up the mod! :goodjob:

(You can make multiple shortcuts to load up different mods too! :D )

NOTE: If it doesnt work ...try removing the quotation marks ("")




hope that helps ;)
 
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