So, what can we mod now?

Yes, I just used the first one there.Thank you both though.

Code:
<GameData>
	<Units>
		<Update>
			<Set PrereqTech="ASTRONOMY"/>
			<Where Class=">UNITCLASS_GALLEAS"/>
		</Update>
	</Units>
</GameData>

XML/Units/CIV5Units_Expansion.xml for the path. Ok I saved it, but I am not sure how to try it in game. How do you apply the mod? Or test it?
 
Again, read the pdf I linked. All the instructions are in there. Use the contents at the top to find your way around it as it's quite large.

But in short, to test your mod:

in mod buddy, after setting up the actions in the project properties.
right click on the project in the sidebar and click build.
Then run civ and it should appear in the mod menu.
activate it and play a game.
That's all there is to it.
 
If it doesn't work , you likely haven't set it up to update the database. In modbuddy, after opening the mod, click on the mod name in the upper right rectangle. Below that there is another square panel that has info about the current folder or file selected. above that is a small square button that when selected opens a pane with content/actions/... one of these will allow you to add xml files that acitvate on mod start.

Again, sorry for the lack of specificity, but I'm in my office.
 
If it doesn't work , you likely haven't set it up to update the database. In modbuddy, after opening the mod, click on the mod name in the upper right rectangle. Below that there is another square panel that has info about the current folder or file selected. above that is a small square button that when selected opens a pane with content/actions/... one of these will allow you to add xml files that acitvate on mod start.

Again, sorry for the lack of specificity, but I'm in my office.

It is ok, thank you. I will let you know if it works. Galleas is Galleass, I was crackin up wondering why it's not working. Hold on let me try it out.

Something is not working not sure what. Maybe code wrong. Also, can't I just use original code I posted first, with the changes I posted first? Or is that not possible?

There is no way to use this code?
Spoiler :
Code:
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 7/4/2012 11:16:56 PM -->
<GameData>
	<Units>
		<Row>
			<Class>UNITCLASS_GALLEASS</Class>
			<Type>UNIT_GALLEASS</Type>
			<PrereqTech>[B]TECH_ASTRONOMY[/B]</PrereqTech>
			<Combat>16</Combat>
			<RangedCombat>17</RangedCombat>
			<Cost>100</Cost>
			<Moves>3</Moves>
			<Range>2</Range>
			<CombatClass>UNITCOMBAT_NAVALRANGED</CombatClass>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ASSAULT_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GALLEASS</Description>
			<Civilopedia>TXT_KEY_CIV5_GALLEASS_TEXT</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GALLEASS_STRATEGY</Strategy>
			<Help>TXT_KEY_UNIT_HELP_GALLEASS</Help>
			<MilitarySupport>true</MilitarySupport>
			<MilitaryProduction>true</MilitaryProduction>
			<Pillage>true</Pillage>
			<Mechanized>true</Mechanized>
			<ObsoleteTech>TECH_NAVIGATION</ObsoleteTech>
			<AdvancedStartCost>30</AdvancedStartCost>
			<MinAreaSize>20</MinAreaSize>
			<XPValueAttack>3</XPValueAttack>
			<XPValueDefense>3</XPValueDefense>
			<UnitArtInfo>ART_DEF_UNIT_GALLEASS</UnitArtInfo>
			<UnitFlagAtlas>EXPANSION_UNIT_FLAG_ATLAS</UnitFlagAtlas>
			<UnitFlagIconOffset>14</UnitFlagIconOffset>
			<IconAtlas>EXPANSION_UNIT_ATLAS_1</IconAtlas>
			<PortraitIndex>14</PortraitIndex>
			<MoveRate>WOODEN_BOAT</MoveRate>
		</Row>
	</Units>
</GameData>

I am not doing something correctly. So, I'll try again tomorrow.
 
You have to use update... the code you have would just create an identically named unit and so, would not load. Now you could delete the old Galleass, then create your new one, but updating is better...

Post your code as it is now... someone will spot the mistake. Otherwise, it may be that you missed a step in not adding the file to the updatedatabase action or are not rebuilding it after changes or have an incorrect path set up for mod installation, etc.

What do you mean when you say it does not work... is it available when you start the game, as a mod? Or is it not showing up at all to even be loaded?

I know when I started, my mod path was set up incorrectly in modbuddy, so mods were not showing up to be selectable in the game. Mods that I downloaded installed to the right path, but ones that I created in Modbuddy did not. That could be one problem but it depends what you mean by not working.
 
You have to use update... the code you have would just create an identically named unit and so, would not load. Now you could delete the old Galleass, then create your new one, but updating is better...

Post your code as it is now... someone will spot the mistake. Otherwise, it may be that you missed a step in not adding the file to the updatedatabase action or are not rebuilding it after changes or have an incorrect path set up for mod installation, etc.

What do you mean when you say it does not work... is it available when you start the game, as a mod? Or is it not showing up at all to even be loaded?

I know when I started, my mod path was set up incorrectly in modbuddy, so mods were not showing up to be selectable in the game. Mods that I downloaded installed to the right path, but ones that I created in Modbuddy did not. That could be one problem but it depends what you mean by not working.

It is availble as a mod, but the galleas stays in tech compass, instead of moving over to astronomy.

I will send the mod. Maybe someone could load it in modbuddy quick and see what I have done wrong.

I just loaded it again, I enabled, loaded the game and it still says Galleass on compass.
 

Attachments

try this:

Code:
<GameData>
	<Units>
		<Update>
			<Where Type="UNIT_GALLEASS"/>
			<Set PrereqTech="TECH_ASTRONOMY"/>
		</Update>
	</Units>
</GameData>
 
Ok this is the code I used. Still it is not changing the conditions of the unit in game. The mod is available, but no changes are made in game. Galleass is still in tech_compass.

Code:
<GameData>
  <Units>
		   <Update>
			        <Set Tech="TECH_ASTRONOMY"/>
			        <Where Type="UNIT_GALLEASS"/>
			        <Set Era="ERA_RENAISSANCE"/>
			        <Where Type="UNIT_GALLEASS"/>
		   </Update>
   </Units>
</GameData>



The code has no errors and I did a build to the mod. Now what should the mod path be? And should there be a path to DLC expansion, because update changes lead to the new expansion folder?

In other words, the path is...C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\assets\DLC\Expansion\Gameplay\XML\Units\CIV5Units_Expansion.

The mod needs to follow this path right? How do I enter this properly into the mod???
 
your code is wrong, there is no "tech" nor "era" column in units.

Have you tried the one I've posted just above ?
 
Have you tried the one I've posted just above ?
Thank you Gedemon, your code worked just fine, and the mod is a success. I thought, I had posted thank you like a half an hour ago, but I must not have hit submit reply.

I was having an issue with installing the End at the Medieval mod from steam workshop, so I got a bit sidetracked. In any case, I am all set to play. Thank all of you on here for your help. I have just stepped into a larger world. :)

Use Gedemon's code... he's an experienced modder.
Yes I know, and thank you for your help too, Craig_Sutter.
 
personally I'd use unit Class instead of Type because unique galleas units will still appear at the original time wouldn't they?
 
personally I'd use unit Class instead of Type because unique galleas units will still appear at the original time wouldn't they?

No, it will not be available without the prereqtech TECH_COMPASS. In this case the unit has been moved from compass to astronomy. Astronomy is locked by the End in the Medieval Era mod, so is unable to be researched. I've used this mod in French Corsair's vanilla version, and it worked quite well. So, the galleass will be unavailable. If the thing did not have cannons, I was thinking of using it as a ranged like war galley unit.

At a later time, perhaps an arrow animation could be attached to the unit. So, it would fit more into the medieval period. This would make an interesting ranged unit.
 
I mean civ unique galleas unit replacements of the galleas... I can't recall if any civs even have a galleas replacement UU so this might not matter but, because (if they exist) their definitions will specify the old tech "TECH_COMPASS" not "TECH_ASTRONOMY". by using Class you'd replace all units of glass galleas rather than the specific unit gallease... am i correct about this? It's just as much for my understanding as anyone else.
 
I mean civ unique galleas unit replacements of the galleas... I can't recall if any civs even have a galleas replacement UU so this might not matter but, because (if they exist) their definitions will specify the old tech "TECH_COMPASS" not "TECH_ASTRONOMY". by using Class you'd replace all units of glass galleas rather than the specific unit gallease... am i correct about this? It's just as much for my understanding as anyone else.

I see what your getting at. You may be right, if a civ has a UU that takes the place of Galleass. In this case, as far as I know, no civ has a UU to replace galleass. So, we should be good to go. Your insight, surely, is something to keep in mind when adjusting UUs. Say for example, if you adjusted the spearman unit.
 
I have problems with modding too. I want remove Machine Gun upgrade to Mechanized Infantry, but I don't know if that is related with

Code:
<GoodyHutUpgradeUnitClass>UNITCLASS_MECHANIZED_INFANTRY</GoodyHutUpgradeUnitClass>

Or with

Code:
<Row>
	<UnitType>UNIT_MACHINE_GUN</UnitType>
	<UnitClassType>UNITCLASS_MECHANIZED_INFANTRY</UnitClassType>
</Row>
 
Both

The first is what happens if a Machine Gun unit wanders into a Goody Hut (Ancient ruins) and gets upgraded (unlikely but possible)

The second is the "normal" upgrade - ie what happens when you can purchase an upgrade for the unit
 
Both

The first is what happens if a Machine Gun unit wanders into a Goody Hut (Ancient ruins) and gets upgraded (unlikely but possible)

The second is the "normal" upgrade - ie what happens when you can purchase an upgrade for the unit

Thanks :D
 
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