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[TUTORIAL] Modular XML Modding With C2C

in the CIV4ArtDefinesBuilding.xml I have noticed that most entries have two numbers after the button path

,Art/Interface/Buttons/Buildings/OldOpera_Button.dds,Art/Interface/Buttons/RoM_Building_Atlas.dds,4,9

and a few extraneous commas. And that one has two buttons? What's going on here?

That's the button. And that's because buttons are on a huge graphics sheet rather than individual icons like we make. The other numbers are locations on the sheet. No need to worry about that since your using the NIF 3D Graphic not the DDS icon/button.

Edit: Factories appear to have a special LSYSTEM_FACTORY. Would it cause problems or at least some graphical oddities if there were multiple buildings with LSYSTEM_FACTORY?

I am not sure what you mean. Where are you looking?
 
I was poking around the CIV4ArtDefines_Building.xml looking for various things to nick. Factory was one of them. Afforess mentioned certain things like Palace had predefined LSYSTEMs. I think this may be because they may be placed specially in the city, Like how the palace is always near the center. I was just worrying that having two buildings with the same special LSYSTEM tag might make it argue or at least try to place two buildings in the same place.
 
I was poking around the CIV4ArtDefines_Building.xml looking for various things to nick. Factory was one of them. Afforess mentioned certain things like Palace had predefined LSYSTEMs. I think this may be because they may be placed specially in the city, Like how the palace is always near the center. I was just worrying that having two buildings with the same special LSYSTEM tag might make it argue or at least try to place two buildings in the same place.

Ah ok, that makes sense. Like I said I don't use the 3D models for my buildings so I don't worry about that stuff. Best you don't mess with that stuff either unless have to have a graphic, such as a wonder, but even then you don't need a graphic for the wonder either.

In short its better to leave them blank.
 
If you are going to make this into a complete tutorial perhaps you should include points 2-8 from here. They probably need expanding a bit. Point 1 is specific to that modmod and I would not recommend it under most circumstances.
 
Is there an easy way to disable a unit modularly? Also, is there an easier way to change unit names depending on culture that just making up a new unitinfo file?
 
Is there an easy way to disable a unit modularly? Also, is there an easier way to change unit names depending on culture that just making up a new unitinfo file?

Maybe. WoC modular does not allow you to set values to the default but you could try something like

Code:
<?xml version="1.0" encoding="UTF-8"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- Modified by Strategyonly -->
<!-- -->
<!-- Unit Infos -->
<Civ4UnitInfos xmlns="x-schema:C2C_CIV4UnitSchema.xml">
	<UnitInfos>
		<UnitInfo>
			<Class>UNITCLASS_class_name_here</Class>
			<Type>UNIT_unit_name_here</Type>
			<iCost>-1</iCost>
		</UnitInfo>
	</UnitInfos>
</Civ4UnitInfos>
 
right so i have been working on my first wonder lately and i finished it, the only problem is that it appears in the buildings catagory rather than the wonders one. any idea why???:confused:
 
right so i have been working on my first wonder lately and i finished it, the only problem is that it appears in the buildings catagory rather than the wonders one. any idea why???:confused:

For it to be a national wonder the iMaxPlayerInstances needs to be 1 in the BuildingClassInfos file. For it to be a Great wonder iMaxGlobalInstances needs to be 1.
 
For it to be a national wonder the iMaxPlayerInstances needs to be 1 in the BuildingClassInfos file. For it to be a Great wonder iMaxGlobalInstances needs to be 1.

thanks!!!:goodjob: once again you saved the day!!!:thanx::worship:
 
This is very useful.
Once players learn how easy XML is to edit, they might start making more of their own mod-mods.
If you already know html, you should try also.
For the most part, all you have to know to play around with it, is to open notepad, and know how to edit things.
Hint, It's a lot easier than basic. If you can cut and paste, then you can probably figure it out.
:)
 
This is very useful.
Once players learn how easy XML is to edit, they might start making more of their own mod-mods.
If you already know html, you should try also.
For the most part, all you have to know to play around with it, is to open notepad, and know how to edit things.
Hint, It's a lot easier than basic. If you can cut and paste, then you can probably figure it out.
:)

yeah, that's exactly what i do all the time!!!!:mischief:
 
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