Source Code/DLL

Black Whole

Dancing Condor
Joined
Dec 21, 2005
Messages
534
Location
Theatre of Dreams
Has Firaxis already released the source code? I am currently trying to make the wonders more interesting and there are several possibilities in the XML files (like GlobalCultureRateModifier or UnhealthModifier) but unfortunately they do nothing when implemented in a mod. My guess is that they still have to be defined in the DLL. So does anybody know this? Or so I have to "activate" them somehow?
 
Going through the XML files you sometimes see things blocked off with the <!-- CONTENT --> method and I would suggest that the same may be true within the DLL's and they just have not been activated, possible it's a DLC thing.
 
Has Firaxis already released the source code?

No (it will be a part of the SDK if it's like CivV, and I would be surprised if it arrived before Nov 2016)

There is lots of XML and Lua code left over from CivV - some even has comments along the lines of "leaving this in case we need it later" - while the code is probably still in the DLL it's almost certainly not called (in fact, some of the tables/columns in the database for CivV were never hooked up by Firaxis so were non-functional!)
 
Some of the code is from/for CivBE for example there is a "UNIT_WORM_NEST" among other terms that I have found and think that could have been interesting. It would seem that they were thinking about introducing different types of alien nest that perhaps spawns different aliens. there are quite a few examples of this type of thing but some of them don't work at all (missing files or code).
 
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