XML Modding?

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Jul 1, 2006
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Minneapolis, MN, USA
I am don't know much about this, but I know people have been doing it and it seems pretty easy. Is there a guide on how to MOD up the game? For example make Subs upgrade to nuclear subs? Reduce or increase shield cost of units? I also read some stuff at Apolyton about changing the "offensive" tag to off? Thats sounds like a good idea so the AI stops attacking me with riflemen.
 
Are you talking about Civ3? There's no XML used in Civ3, but Civ4 uses it extensively.

If you want to know how to mod Civ4 then there's a whole forum devoted to it called Creation and Customization in the Civ4 section. XML is just text, so XML modding will work the same on Mac and Windows for Civ4. It you want to mod Civ3 then you may be out of luck, depending on what version you are playing.
 
No, I want to mod civ3. I guess reading all these XML mod talk in civ 4 forums got me into that frame of mind. I know it's possible to mod civ3 and wanted to make a few changes, however it is done.
 
AlanH said:
If you want to mod Civ3 then you may be out of luck, depending on what version you are playing.
So which version?

The last editor that was created for the Mac was compatible with vanilla version 1.21g. It can't create full scenarios for Civ3 Complete or PtW, though the vanilla scenarios it does produce can be played in those versions. If you want to edit Complete/Conquests scenarios you'll have to use the Windows editor, either by running Windows on your Mac via Boot Camp or VirtualPC or Parallels, or on a real PC.
 
Hmm well I have Civ 3 complete. I will have to check on the version later I don't have it here on this machine. Some mods are included with the game, most notebly the "player1 mod" where I read much of the modding talk from Poly.com but I don't agree with some of the changes, and also that mod doesn't support the full range of Civs. it's a shame though he makes some great changes I would love to implement.
 
Civ3 Complete for Mac only exists in one version. It's a port of Conquests version 1.22 and PtW version 1.27f. The old vanilla Mac editor will not be able to edit scenarios created for those versions of Civ3.
 
So I can't make the mods I want?
Well, as I said, you can use the PC editor.
I've no idea whether any mod exists to allow what you want. I prefer to play the game Firaxis designed, not one I invent. In any case, I never play with modern weapons like subs, as I don't have time to play games that long. As for rifles, what else is an AI civ to attack with if you've pillaged all his resources :mischief:.

PS. If you supply a precise set of requirements, and if it's not too long, and they are feasible, I guess I could knock up a modified .biq to include them.
 
Well mostly, as I said, all of my ideas came frome "Player1 Mod" from apolyton. Once of the man things they talked about which really peaked my interest is offensive and defensing tags on units. For example riflemen and modern infantry I thinkg have offensive and defensive on. They should have only defensive one, and tanks and marines should have offensive only. So the AI doesn't attack with bad attacking units. I will go look at that thread some more.

What doy you mean you don't have time to play with subs? Because you beat the game before you get subs?
 
Virtual Alex said:
Well mostly, as I said, all of my ideas came frome "Player1 Mod" from apolyton.
Haven't looked, but I will.

Once of the man things they talked about which really peaked my interest is offensive and defensing tags on units. For example riflemen and modern infantry I thinkg have offensive and defensive on.
There are actually two separate records in the game data for a Rifleman. These correspond to two alternative strategies that the AI can use them for - defence and offence. As I've said, you could completely cripple an AI's attack capability if you just deprive them of horses and/or saltpeter, so I think Firaxis thought about this quite seriously, and trying to second guess them seems to me to be pointless, particularly as I never even let the AI get me on the defensive that late in a game.

They should have only defensive one, and tanks and marines should have offensive only. So the AI doesn't attack with bad attacking units. I will go look at that thread some more.
Well, if they can't attack they'll just die anyway.

What doy you mean you don't have time to play with subs? Because you beat the game before you get subs?
Yup! I'm a Medieval warmonger in most of my games. Knights and/or cavalry conquest or domination, I don't have time for long drawn out games. Check out the GOTM forum, which is where I play my games. I'm pathetic compared with the real pros there, but you won't find any significant number of late game victories at the high end of the leader board. Except those where the military game was already over and the players were just tech-ing their way to a late era victory for fun.
 
I would rather the AI defend thier cities better, rather than attacking me hopelessly. Basically, I want the AI to act more like a human. Understanding why some units are good for attacking, would be a step in the right direction.
 
Well, each to his own, I guess. If you want a mod without the attacking rifles I can produce one ... if the 'Poly one doesn't already do it.
 
Yeah like I say the problem with the poly mod, is it doesn't support alll the civs of C3C. If I go select that mod, and start a new game, I cannot select the mayans, the incans, and a few other civs I can't remember. That makes me upset. I would like a new mod fully capable of handling all the civs. But please don't start doing anything until I get a list of mods. I thank you deeply for doing this for me as well.
 
Virtual Alex, your best option might be to get the Civ3Complete version for Windows, and a basic Windows box to do your modding. My son and I have discovered that works well for us, and our Macs run the game much faster than his laptop. Also, I have some time to do some modding as well, if you want to put me into your modding loop, this would include you AlanH. My background is that of a military historian, who also does consulting work in the area of weapons and weapons effects for agencies in DC.
 
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