Huayna Capac357
Deity
Awesome. What's the symbol on the flag?
I have a question : when will WOL be updated to include all your new civs?
@j_mie: Cause modules are an easy way of implementing, quick and with little work. Basically just drop 'n play + you can have multiple modules including different civs in your mod with no effort at all.
So... none of these work... I have downloaded the Anglo-Saxons, and the vandals and i'm trying to add them both to another mod i have (CIV Gold) and they're not even showing up in the Civ list. It's kinda pissing me off. If anyone has any idea how to make this work please help.
Um... I was unaware of that. The new civs I've added before have always worked without any problemsHello! If you are trying to merge the civ of the weeks with other mods, you will have to do some xml changes, as you may already know. Thus, what steps did you take to try to merge the two together?
Um... I was unaware of that. The new civs I've added before have always worked without any problems
That is because their XML was modular, the Civ of the Week ones is not. That is easy to 'fix' though.
Note: sounds cannot be modular, so you will have to merge those with the existing files.
How do I do this?
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Firaxis Games (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Civilization Infos -->
<Civ4CivilizationInfos xmlns="x-schema:CIV4CivilizationsSchema.xml">
<CivilizationInfos>
</CivilizationInfos>
</Civ4CivilizationInfos>
For the modular XML :
- get WinMerge
- compare the <BtS>\Assets\XML folder with the XML folder of the civ you want to 'modularize'
- for each file (which is not a schema file) you should find a difference between the standard file and the CotW file. This difference is the definition for that civ (usually one definition per file).
- create a new file for that difference (and embed it in the proper surrounding xml)
Spoiler :e.g. for CIV4CivilizationInfos.xml
the XML for the civCode:<?xml version="1.0"?> <!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Firaxis Games (Firaxis Games) --> <!-- Sid Meier's Civilization 4 --> <!-- Copyright Firaxis Games 2005 --> <!-- --> <!-- Civilization Infos --> <Civ4CivilizationInfos xmlns="x-schema:CIV4CivilizationsSchema.xml"> <CivilizationInfos>
Code:</CivilizationInfos> </Civ4CivilizationInfos>
and save the file under a new name, e.g. Libya_CIV4CivilizationInfos.xml
It is important that you keep the CIV4... part intact, as CIV uses that part of the filename to determine when to read it.
For Audio :
- determine the differences in Audio2DScripts.xml, Audio3DScripts.xml and AudioDefines.xml
- add these differences to the corresponding files in the mods Assets\XML directory
(if no corresponding file exists, copy over the one from the CotW)
For Art and Sounds : copy the CotW Assets\Art and Assets\Sounds to the mods Assets directory (i.e. Art and Sounds should be subdirectories of the mods Assets directory)
Did all that except the CIVgametext.xml... because i open it using WinMerge and it doesn't make any sense. I uploaded the original CIV xml and the CotW xml, if someone would take a look and see whats wrong that would be awesome.![]()
Just keep the CIV4GameText_Vandals.xml, there is no corresponding file in BtS, so you need the whole file.
Thanks for the Taino. I decided that I'll add the Muisca/Chibcha if there's a civ for it.