warlords XML question

DWB

Chieftain
Joined
Jul 27, 2006
Messages
3
Location
Tucson, Arizona
Greetings, new to this forum.
I just got Warlords, playing around, I noticed there seem to be fewer XML files. Is this just due to redundancy? This may be a stupid question, but, if I wanted to modify the technology that obsoletes monasteries, how do I do this in Warlords? There doesn't seem to be a corresponding Assets\XML\Buildings\Civ4SpecialBuildingInfos.xml file as there is in the Civ4 folders. (Apologies if this is in the wrong subforum.)
Also is it possible to have buildings (wonders, whatever) give points towards great generals in XML, or does that only work towards civilian Great People?
 
I'm not absolutely certain about this but I'd guess that Warlords will first check it's own Assets directories for the required files and if not found, it'll check the original Civ4 Assets folder for the files. I'd assume that by copying the original Civ4SpecialBuildingInfos.xml from the Civ4 directory and putting it in a Warlords mod folder and modifying it, it'll override the original Civ4SpecialBuildingInfos.xml.

For great generals, you'll have to edit these tags in the CIV4BuildingInfos.xml:
Code:
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>

The Great Wall for example has:
Code:
<iDomesticGreatGeneralRateModifier>100</iDomesticGreatGeneralRateModifier>

Edit: Ok, I re-read the bit about Great Generals...
I think all you have to do for buildings to give points towards Great Generals is to edit the GreatPeopleUnitClass in CIV4BuildingInfos.xml to look like this:
Code:
<GreatPeopleUnitClass>UNITCLASS_GREAT_GENERAL</GreatPeopleUnitClass>
 
J.F.Hunt said:
I'm not absolutely certain about this but I'd guess that Warlords will first check it's own Assets directories for the required files and if not found, it'll check the original Civ4 Assets folder for the files. I'd assume that by copying the original Civ4SpecialBuildingInfos.xml from the Civ4 directory and putting it in a Warlords mod folder and modifying it, it'll override the original Civ4SpecialBuildingInfos.xml.

Thanks. Anyone else know what happened? Seems like it would make sense to have different files for regular and Warlords automatically, so that a change in one file doesn't AUTOMATICALLY change both games. Unless that's the point.

J.F.Hunt said:
For great generals, you'll have to edit these tags in the CIV4BuildingInfos.xml:
Code:
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>

The Great Wall for example has:
Code:
<iDomesticGreatGeneralRateModifier>100</iDomesticGreatGeneralRateModifier>

This, if I'm not mistaken, doubles the amount of experience points towards the next Great General earned in one's own territory. I was thinking more along the lines of whether something like
Code:
<GreatPeopleUnitClass>UNITCLASS_GREAT_GENERAL</GreatPeopleUnitClass>
<iGreatPeopleRateChange>1</iGreatPeopleRateChange>
would make sense or not.
 
J.F.Hunt said:
Edit: Ok, I re-read the bit about Great Generals...
I think all you have to do for buildings to give points towards Great Generals is to edit the GreatPeopleUnitClass in CIV4BuildingInfos.xml to look like this:
Code:
<GreatPeopleUnitClass>UNITCLASS_GREAT_GENERAL</GreatPeopleUnitClass>

Yeah, my question should have been whether or not that parses well and does what you and I think it ought to.
 
DWB said:
Yeah, my question should have been whether or not that parses well and does what you and I think it ought to.
Yeah, it seems to work as I tried it out by bumping the iGreatPeopleRateChange (and changing the GreatPeopleUnitClass too, of course) to 50 and it worked nicely.

I'll check out whether or not Civ4SpecialBuildingInfos.xml works as I think it does with Warlords.

Edit: Yup, Civ4SpecialBuildingInfos.xml works just as I thought. Made the monasteries obsolete with Music:
 
If I am correctly interpriting the Source Code for regular Civ4 the GreatPopleUnitClass could actualy be used to generate ANY type of Unit so I dont think their would be any trouble modifying the GreatGeneral to use the Vanila Civ4 system of Specialist+Wonders to create them. The new code for generating Generals from Battle shouldn't affect City based GP (they said their completly seperate). Also its likly their is a place ware you could change the type of Unit created from the "Battle Point Pool", it might be a global define or something like that.
 
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