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Recommend - sticky posts for .xml flag descriptions

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  • Recommend - sticky posts for .xml flag descriptions

    Hello -

    Decided that Civ4 still hasn't solved tech avalanche - on both games I've finished between crashing, as Rome I was able to build ONE Praetorian before it was obsolteted by Maceman. I decided to go and modify the game speed to throw out more turns, so you can actually have long spells fighting with pointy sticks, and...

    I can't bloody well make heads or tails of some of the options. InflationPercent? FeatureProductionPercent? What the hell do these things mean?

    I imagine the other .XML files will be no more intuitive.

    Is there a design of either a central repository of XML flag information, overall based on flag or file? If the flags are universal across all files, then a central reference would be good. If they are fairly file specific (even if universal), then a flag reference for each file might be a good idea for all those interested in modding Civ4 - why reinvent the wheel?

    Hopefully this made sense...

    Venger

  • #2
    Isak was working on this and posted at CFC:

    I've got the explanations for most of the XML tags (i'd say about 90%), and will be posting them as soon as I can get my hands on the 'full game' and get them verified.
    We'll just have to be patient.

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    • #3
      Good news - I'd message him and ask, but some pencilnecked crackgasket over there banned me for a week for asking about an offhanded remark about a noCD patch in my game day "Got it! and installation post...

      Perhaps someone can ask him for an update?

      Venger

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      • #4
        Most of the XML files *are* very intuitive. It doesn't help that you decided to mod what is probably one of the more cryptic files, certainly for newcomers I feel that most of the other ones are easier to follow. Some of the tags may take some experienting though and I certainly recommend you play the game a few times so you get familiar with all the in-game concepts and the names used for them -- this game is very different from Civ3.

        One of those concepts is inflation, which basically is an extra item on your expenditures that keeps growing as time goes by. iInflationPercent sets how fast it grows. Features are certain items on the map, including trees and jungles (but also oases, icepacks, peaks, fallout). Jungles and Forest spontaneously grow on their own from time to time and iFeatureProductionPercent sets the likelyhood that they do.

        I didn't actually test these tags and I don't know with 100% certainty if I'm right about them, but the naming is so intuitive (once you're sufficiently familiar with the game) I'm fairly confident I'm right about them. Of course when Isak does release his docs things'll only get easier.
        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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        • #5
          Thanks for the info, that answers a couple questions... that guide will be sticky material for sure!

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          • #6
            I promise that it won't be too long. Just need to get my hands on the game (being a geographically disabled Scandinavian, who has to wait until November 4th), and then clean out my rambling and raving comments, then it will be posted.
            Double Your Pleasure mod | DYP Forums | DYP Mod thread

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            • #7
              Martin, do you just want to see the XML or actually test it in action? If you just need the code I'm sure someone could email it...
              Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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