Referencing another mod

Cash42

Chieftain
Joined
May 15, 2011
Messages
7
Someone released a mod on the workshop built around the Ancients from Stargate. WAY overpowered but a fun idea to me.

I'd like to create a StarGate (not sure of effects on it yet, any ideas?) and restrict it to the civ that is in his mod. I built a basic building which shows up in game for all civs but I am having trouble restricting it to his civ without overwriting another buildingclass. I thought the following code would do it..

<Civilization_BuildingClassOverrides>
<Row>
<CivilizationType>CIVILIZATION_ANCIENT</CivilizationType>
</Row>
</Civilization_BuildingClassOverrides>

I assume the problem is the tag buildingclassoverrides because nothing is being overridden?

How can I add this building to his civilization as a bonus building? Also, could I put this new building in my own mod and reference his mod or would I need to put it in his mod? Obviously I'll need to contact him and combine these ideas if he's ok with it but I'd like to keep them seperated while I test it out.
 
The more I think about it, I may spin this off into a series. The idea of the Ancients seems too powerful for this kind of game unless I brought the Wraith into it. Perhaps I could do SGC, Guold, Jaffaa, and other StarGate universe races as civilizations. Perhaps introduce the Asgard as a replacement for the religions?

Regardless, the initial question above seems to be the last piece that I ened to figure out before I think ab out tackling the religion aspect.
 
I assume the problem is the tag buildingclassoverrides because nothing is being overridden?

There are three entries in that table, and you haven't connected it in any way to your new building by adding only the first entry. You need to add the tags for your building from the Buildings table in the same row, i.e., BuildingClass in a <BuildingClassType> tag and the Type tag in a <BuildingType> tag.

If it replaces a temple, then something like:
Code:
<Civilization_BuildingClassOverrides>
<Row>
<CivilizationType>CIVILIZATION_ANCIENT</CivilizationType>
<BuildingClassType>BUILDINGCLASS_TEMPLE</BuildingClassType>
<BuildingType>BUILDING_STARGATE</BuildingType>
</Row>
</Civilization_BuildingClassOverrides>

You can reference other mods just fine, and it looks like it shouldn't matter which order they're activated in your case (otherwise you'll want it in your .modinfo <References>, if not <Dependencies> so yours can't be activated unless the other mod is first.)
 
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