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why doesn't my mod work?

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  • why doesn't my mod work?

    I'm trying to make a simple mod for myself, where basically my only desire (initially) is to convert all wonders into per-civilization special buildings so that possession of a wonder doesn't render such an advantage, particularly for things like pyramids that let you jump way ahead of the tech tree.

    So I create Mods/DougM/

    with

    Assets / XML /

    and modify CIV4BuildingClassInfos.xml with

    BUILDINGCLASS_PYRAMID
    TXT_KEY_BUILDING_PYRAMID
    -1
    -1
    1
    0
    0
    BUILDING_PYRAMID




    But this doesn't work. The pyramids are still a world wonder with only one allowed. Is there somewhere else I have to change to get this to work?

    And just in case any firaxian should happen to hear about this, whatever happened to using schema defaults! There's no excuse for these huge files with tons of repetition in the variables!
    Check out SmartMap: my ultra flexible map generator for civIV.
    http://apolyton.net/forums/showthrea...hreadid=147547

  • #2
    Bah, sorry, can't figure out how to auto-escape my mod xml.
    Here are the relevant variables:

    iMaxGlobalInstances-1/iMaxGlobalInstances
    iMaxTeamInstances-1/iMaxTeamInstances
    iMaxPlayerInstances1/iMaxPlayerInstances
    Check out SmartMap: my ultra flexible map generator for civIV.
    http://apolyton.net/forums/showthrea...hreadid=147547

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    • #3
      I just changed the pyramid with the values you selected, and it worked fine. The game now recognizes the pyramids as a national wonder.

      Where did you put your modified CIV4BuildingClassInfos.xml file? Assuming your mod's directory is Mods\DougM , you should put your file in Mods\DougM\Assets\XML\Buildings\

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      • #4
        thanks

        It turned out I hadn't set the allow cheats flag in my civ4 config. After setting that it works for me now.
        Check out SmartMap: my ultra flexible map generator for civIV.
        http://apolyton.net/forums/showthrea...hreadid=147547

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