Hello CivModding Gurus! I've read through Kael's guide and there is one type of XML database update that I'm not clear on doing. I love being able to just update a tiny thing with the <Set attrib="X" /> <Where actortype="BLAH"/> format, but I'm having a hard time figuring out how to use the update attribute to allow an existing civilization to have a new building upgrade.
My goal is to eventually have a fair amount more civilization differences by adding four or five unique buildings and/or units to each civ, but for right now I'm just learning the ropes.
In Civ5Civilizations.XML, the buildingclass overrides are written as follows:
Suppose I wanted to allow America to also have a Bazaar instead of a Market? Can I use updates to do that?
This doesn't seem to look quite right, and I'm getting rather funny results. Is there a preferred way to do this?
-- edit -- Verified that this type of "updating" doesn't work. Any hints for a minimalist modder?
Thanks!
My goal is to eventually have a fair amount more civilization differences by adding four or five unique buildings and/or units to each civ, but for right now I'm just learning the ropes.
In Civ5Civilizations.XML, the buildingclass overrides are written as follows:
Code:
<Civilization_BuildingClassOverrides>
...
<Row>
<CivilizationType>CIVILIZATION_ARABIA</CivilizationType>
<BuildingClassType>BUILDINGCLASS_MARKET</BuildingClassType>
<BuildingType>BUILDING_BAZAAR</BuildingType>
</Row>
...
</Civilization_BuildingClassOverrides>
Suppose I wanted to allow America to also have a Bazaar instead of a Market? Can I use updates to do that?
Code:
<Civilization_BuildingClassOverrides>
<Update>
<Set BuildingType="BUILDING_BAZAAR">
<Where CivilizationType="CIVILIZATION_AMERICA" BuildingClass="BUILDINGCLASS_MARKET">
</Update>
</Civilization_BuildingClassOverrides>
This doesn't seem to look quite right, and I'm getting rather funny results. Is there a preferred way to do this?
-- edit -- Verified that this type of "updating" doesn't work. Any hints for a minimalist modder?
Thanks!