Trying to load a mod but singleplayer is greyed out...

Draco856

Chieftain
Joined
Aug 15, 2010
Messages
16
Also, if I just do direct edits to the files with what I want to use as a mod, everything shows up properly, I can play singleplayer, but the game will crash at the end of the first turn.
 
Also, if I am using the civ I made, I have two unit icons for the two uniques I made. Meaning I have a total of 4 icons, and if I try to build either of the new units the game will crash. I followed the tutorial, and did everything I was supposed to.
 
My own mod, I made it myself and it's not working.

Also I should mention it's for Beyond the Sword.
 
Also, if I am using the civ I made, I have two unit icons for the two uniques I made. Meaning I have a total of 4 icons, and if I try to build either of the new units the game will crash. I followed the tutorial, and did everything I was supposed to.
Which asset directory did you pull the base files from? BtS? Warlords? Vanilla? Can you post your modified files so we can look it over?
 
I had the same problem with my recent addition of my "Ape Man" where each time I built the unit, it would crash the game.

Accuracy is the key when making changes to XML files. You put in the an errant "/" or a different name that is being linked to another of the XMLs and it will crash.

Also for artwork (models) I found that it is imperative that you copy very similar art logic because some models just don't like massive changes to sizes, formation, numbers of units, etc....

Also if you are creating new UNIT XML that is why you are seeing only your units. It is better to start with a pre-existing mod that you know works, and then mod from there. Remember this is a learning process so you want to start with something you know works -- no sense in recreating the wheel when there is so much available now to experiment with.

Just some ideas to keep you going --- hope everything works out.
 
I had the same problem with my recent addition of my "Ape Man" where each time I built the unit, it would crash the game.

Accuracy is the key when making changes to XML files. You put in the an errant "/" or a different name that is being linked to another of the XMLs and it will crash.

Also for artwork (models) I found that it is imperative that you copy very similar art logic because some models just don't like massive changes to sizes, formation, numbers of units, etc....

Also if you are creating new UNIT XML that is why you are seeing only your units. It is better to start with a pre-existing mod that you know works, and then mod from there. Remember this is a learning process so you want to start with something you know works -- no sense in recreating the wheel when there is so much available now to experiment with.

Just some ideas to keep you going --- hope everything works out.

I find that 99% of the time the error reports retrieved when you've made a mistake make it pretty obvious what you've done wrong - the other 1% of the time it's a mixture of things and you just have to methodically check, or it's a bug. Which I'm beginning to think is the issue with my current mod :(
 
I didn't touch the schema files, the tutorials didn't say anything about them. And I added a whole civilization, new uints, leaderhead, civilopedia, etc.
 
Well lets see...the files I copied then changed are:

CIV4ArtDefines_Civilizations

CIV4ArtDefines_Leaderhead

CIV4ArtDefines_Units

Auido3DScripts

AudioDefines

CIV4CivilizationInfos

CIV4LeaderheadInfos

CIV4DiplomacyInfos

CIV4ColorVals

CIV4PlayerColorInfos

CIV4UnitClassInfos

CIV4UnitInfos
 
Do I need to have UnitClasses for my new units if they replace a different one? Like one new unit is a unit that would replace cavalry for my civ.
 
Thanks for the help, now to to figure out whats causing the icons to be doubled.

I have two unique units for my civ, and they show up twice in the city view. I have them as replacements for Worker and Cavalry, so I don't understand why they show up twice.
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Screenshot of what it looks like:
 

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You do not need a new unitclass, if you want to create a unique unit.
A unique unit has the same unitclass as the unit which it replaces, but the unittype is different.
And then you have to add this unit as unique unit in the CivilizationInfos.xml.

Did you do these things?
 
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