This MAY have been covered in peices here and there, but I haven't been able to find it. If it exists elsewhere in a comprehensive fasion, please point me at it. If it doesn't, could one of the experienced Modders please explain it (and in small language)
(Also - I did read the Modding manual. It just talks about how to -pre-think your mod/scenario, and how to create a scenario. I don't want to create a scenario. I just want to alter the rules I play within, in all 'Custom World' games as a single player.)
Premise #1: Modding the actual game files and returning them to the orginal directory is bad.
Question #1: I saw a post that alluded to the fact that there is a 'mods' directory in the 'program files' CIV dir. and that there is a 'MODS' directory in the 'My Games' directory (The post said implied that the less obvious place was correct). Where do I put my mods files so that I can go to advanced, "Load Mod", and then play a custom world game?
Premise #2: Modding should be easy and able to build upon others works.
Question #2: Is the below example a legal way to make a mod in the CIV modding system? (If not, please let me know what about my example is wrong)
Example: I want to make a mod, that builds upon someone elses mod. An easy example is the Treebuilder mod, that added a new terrain improvement "Tree Plantation" that turns into a real forest after X turns.
So far it seems like all the modders have been taking the full XML file that defines all the different descriptors they need, and duplicating them and editing them. Since I would like this to be a small and simple mod I just want to use the new definitions in my xml files and nothing else.
I will take the treebuilder mod files, cut out all the definitions that DID NOT change between vanilla CIV, and the mod. I will then put all those text lines into 1 or 2 files that go into specific directories, with a defined treebuilder_Lite.ini that calls out those files.
Question 2.1: Did I just make a _Lite_ version of the treebuilder mod?
Now I will make my own extension to the treebuilder_lite mod. I will make a file and re-define some of the arguments in the treebuilder mod. Lets assume the original mod had Turns_Before_Forest=25. In my Backpack_Mod I am going to define T_B_F=15. I now create a Backpack_Mod.ini that calls out my single new file which has the cingle argument definition of T_B_F=15.
Now I create a Backpack_Treebuilder_Mod.ini that calls out #Inherit Treebuilder_Lite
#Inherit Backpack_Mod
(in that order, using whatever the command should be for Inherit).
Question 2.2: Did I just create a mod that when loaded, uses the CIV vanilla files as a base, Then loads the treebuiler_lite mod files (And overwrites some of the vanilla CIV arguments and definitions), and then loads the Backpack_Mod and overwrites some of the arguments and definitions already loaded by CIV and Treebuilder?
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Looking back at my example, I think I can summarize my xml modding questions a bit.....
3.1: Can I define/redefine things to be loaded, without duplicating the ENTIRE xml file that the vanilla game normally defines them in? (misc1.xml is HUGE and appears a s ahodgepodge anyway)
3.2: Can I #inherit files to combine Mini_Mods into a more comprehensive mod?
3.3: Can I #inherit 'serially' so that any conflicts between inherits are decided by the order in which they are loaded or called out?
-----------------------------------
Thanks for reading (And sharing if you know these answers)
Backpack
(Also - I did read the Modding manual. It just talks about how to -pre-think your mod/scenario, and how to create a scenario. I don't want to create a scenario. I just want to alter the rules I play within, in all 'Custom World' games as a single player.)
Premise #1: Modding the actual game files and returning them to the orginal directory is bad.
Question #1: I saw a post that alluded to the fact that there is a 'mods' directory in the 'program files' CIV dir. and that there is a 'MODS' directory in the 'My Games' directory (The post said implied that the less obvious place was correct). Where do I put my mods files so that I can go to advanced, "Load Mod", and then play a custom world game?
Premise #2: Modding should be easy and able to build upon others works.
Question #2: Is the below example a legal way to make a mod in the CIV modding system? (If not, please let me know what about my example is wrong)
Example: I want to make a mod, that builds upon someone elses mod. An easy example is the Treebuilder mod, that added a new terrain improvement "Tree Plantation" that turns into a real forest after X turns.
So far it seems like all the modders have been taking the full XML file that defines all the different descriptors they need, and duplicating them and editing them. Since I would like this to be a small and simple mod I just want to use the new definitions in my xml files and nothing else.
I will take the treebuilder mod files, cut out all the definitions that DID NOT change between vanilla CIV, and the mod. I will then put all those text lines into 1 or 2 files that go into specific directories, with a defined treebuilder_Lite.ini that calls out those files.
Question 2.1: Did I just make a _Lite_ version of the treebuilder mod?
Now I will make my own extension to the treebuilder_lite mod. I will make a file and re-define some of the arguments in the treebuilder mod. Lets assume the original mod had Turns_Before_Forest=25. In my Backpack_Mod I am going to define T_B_F=15. I now create a Backpack_Mod.ini that calls out my single new file which has the cingle argument definition of T_B_F=15.
Now I create a Backpack_Treebuilder_Mod.ini that calls out #Inherit Treebuilder_Lite
#Inherit Backpack_Mod
(in that order, using whatever the command should be for Inherit).
Question 2.2: Did I just create a mod that when loaded, uses the CIV vanilla files as a base, Then loads the treebuiler_lite mod files (And overwrites some of the vanilla CIV arguments and definitions), and then loads the Backpack_Mod and overwrites some of the arguments and definitions already loaded by CIV and Treebuilder?
-----------------------------------
Looking back at my example, I think I can summarize my xml modding questions a bit.....
3.1: Can I define/redefine things to be loaded, without duplicating the ENTIRE xml file that the vanilla game normally defines them in? (misc1.xml is HUGE and appears a s ahodgepodge anyway)
3.2: Can I #inherit files to combine Mini_Mods into a more comprehensive mod?
3.3: Can I #inherit 'serially' so that any conflicts between inherits are decided by the order in which they are loaded or called out?
-----------------------------------
Thanks for reading (And sharing if you know these answers)
Backpack
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