WHOA!!! No civ-style editor?

Lonkut

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what were they thinking? don't they know that not all civ fans are familiar with python and XML? Man I was so exited to mod me buildings and civs for this new game then I got disapointed when u need to know xml to edit this thing. Anyways question:
How do u add a wonder with custom stats that only a specific civ can build and this wonder gives another building in every city?
 
This editor is so not-user friendly... And the world builder is bugged...
 
You can't make near as many mods if they were to make some userfriendly editor. They can't have it do everything, they couldn't even begin to guess what it is people would want to do. So they let you add it to the code making it esintaly future proof. If you can't do something it is because you don't know how not that it can't be done. So what they were thinking was making the game just about Open Source which was the best way they could go. So it isn't a bad thing but a good thing. Sop people please get over this because the languages they have it in are the easiest to work with laguages. Not only are they easy to learn and easy to use they are extremely powerful.
 
Anywho, I think there's a few people beginning work on simple editors that'll do much of the code browsing for you. I'd do it myself, but have a very limited knowledge of XML programming.
 
The XML files are pretty self-explanatory, excepting a few mysterious variables that the folks here haven't yet determined what they do - which is pretty good, considering the game has only been out for a week. Yes, it does require you exercise a few more brain cells than is required to suck down a rerun of "Friends", but I think that's a good thing, as most of the mods put out by people who can't be bothered to use the grey matter pretty much blow anyway. If the thought of parsing an extremely simple, well-laid-out XML file (which you can edit in freakin' Notepad, for chrissakes) puts these people off, then that just means there'll be less low-quality mods to browse through in order to find the good stuff.

Finally, we have a Civ we can actually modify to our hearts content. How that's a bad thing is beyond me.

Max
 
XML is really easy... it's not even a programming language so much as referencing... and it's fairly easy to modify. The problem is that some people don't like to ask questions or generally find out these things and generally avoid them. In Neverwinter Nights you had to actually code in a similar C++ language to modify things. Naturally people complained then, but here and now it's 100% simpler in nature.

To get started I recommend looking at the scenarios that have already been made and seeing what they did with the XML and comparing it to the game's XML files.

Also, it would be my pleasure to help anyone who has no clue of what they're doing in-depth. Please PM me if you're really stuck.
 
I haven't learned XML before, but it does look easy to learn and is pretty familiar to me already, considering I know html, xhtml, and other web languages to help me with the basic understanding. It is just Python will be a pain to figure out, which seems to be what is used to determine which xml files to look into for the information base on the labels. Would be nice to figure out whic file(s) does that.

-mellian
 
XML is piss easy. Hopefully it will cut down on the millions of crappy mods Civ3 had though.
 
well I have a frekishly limited knowledge on XML but I have used it to modify a few games of mine but the hard thing is that I don't know what I'm modifiying because the names aren't always in front of me.
 
XML doesn't need any knowledge. Just mentally cut away all of the <> & </< stuff & it's like editing a list of stuff.

I've been modding Locomotion which uses xml (after decompliling the .dat files) and it's e-a-s-y.
 
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