Some XML help

Zany

Prince
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Jul 1, 2005
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567
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Wherever map generators place me
So I'm working on this mini-mod for personal use that just tweaks gameplay a little bit. I want to create a new game speed (well, technically, for ease, alter an existing one; Epic to be specific) and remove two religions since I think that 7 religions is too many for having a max of 18 civs playing (especially when on most games I wouldn't be playing with that many). First I need some help interpreting what the XML means here:

<iGrowthPercent>150</iGrowthPercent>
<iTrainPercent>150</iTrainPercent>
<iConstructPercent>150</iConstructPercent>
<iCreatePercent>150</iCreatePercent>
<iResearchPercent>150</iResearchPercent>
<iBuildPercent>150</iBuildPercent>
<iImprovementPercent>150</iImprovementPercent>
<iGreatPeoplePercent>150</iGreatPeoplePercent>
<iCulturePercent>150</iCulturePercent>
<iAnarchyPercent>150</iAnarchyPercent>
<iBarbPercent>150</iBarbPercent>
<iFeatureProductionPercent>150</iFeatureProductionPercent>
<iUnitDiscoverPercent>150</iUnitDiscoverPercent>
<iUnitHurryPercent>150</iUnitHurryPercent>
<iUnitTradePercent>150</iUnitTradePercent>
<iUnitGreatWorkPercent>150</iUnitGreatWorkPercent>
<iGoldenAgePercent>125</iGoldenAgePercent>
<iHurryPercent>67</iHurryPercent>
<iHurryConscriptAngerPercent>150</iHurryConscriptAngerPercent>
<iInflationPercent>20</iInflationPercent>
<iInflationOffset>-160</iInflationOffset>

Some of these make perfect sense, while some other things seem to overlap. Like, what's the difference between "Construct" and "Build"? Just as long as I know what these things mean and what they change, I can do the rest in tinkering with my ideal speed.

Next, removing two religions. Exactly how complicated is this? Can I just remove the religion from it's main XML file and that's it, it's out of the game? Or do I have to track down every reference to it elsewhere in all the XML for the game to function, like for example if I remove Hinduism having to also manage to (even though I don't know how to do this) edit the Polytheism tech so it doesn't say "the first to research this tech founds Hinduism"?
 
Zany said:
Next, removing two religions. Exactly how complicated is this? Can I just remove the religion from it's main XML file and that's it, it's out of the game? Or do I have to track down every reference to it elsewhere in all the XML for the game to function, like for example if I remove Hinduism having to also manage to (even though I don't know how to do this) edit the Polytheism tech so it doesn't say "the first to research this tech founds Hinduism"?

It's not so hard! you must change:

-religionsinfos

-unitinfos
-unitclassinfos

-buildinginfos
-buildingclassinfos
throw the relious buildings and their buildingclass out or just change the TXT_KEY_(..) to give them another name and use them for something else. But make sure that you change alll "RELIGION_(thrown out)" to "NONE". If you do so and don't change the BUILDINGCLASS_(...) and BUILDING_(...), you can keep the graphics without having to change the cityLsystemfile ;-)

-civilizationinfos cause religios units and buildings are forebidden for the barbarians. if you throw the buildings out or rename them you must change it also here. if you keep the religious buildings and just throw the religious tags out, you don't have to edit this file
 
Thank you very much, Elhoim.

I'm still having some trouble with the modding. I've checked what I modded again and everything looks right, but when I start up the mod it lists hundreds of error messages, most of them repeating the same thing over and over again. I managed to start a game though it seemed to function normally though, so I guess I'll try starting the modding over being extra careful just in case I made any mistakes in the XML.
 
Zany said:
Thank you very much, Elhoim.

I'm still having some trouble with the modding. I've checked what I modded again and everything looks right, but when I start up the mod it lists hundreds of error messages, most of them repeating the same thing over and over again. I managed to start a game though it seemed to function normally though, so I guess I'll try starting the modding over being extra careful just in case I made any mistakes in the XML.

Its almost impossible to avoid xml errors. A letter to much and everything can be screwed up. So don't be upset if some xml errors appear.;)
 
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