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Can I ignore extra xml in a mod?

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  • Can I ignore extra xml in a mod?

    Making a mod with no tech progression... therefore lots of units and buildings will not be appearing in the mod.

    Will my game crash if I delete units and techs from xml files if I *know* I don't allow the tech for them?

    Size-of-mod question.
    Populus vult decipi, ergo decipiatur

  • #2
    You should be fine. You should only need things that your files require (I'd delete all references to unattainable techs, units, etc to be on the safe side).

    If the game needs something that is available normally then it would have it from the normal game files (so you don't need to include any files that are exactly the same as the regular game's files).

    -Drachasor
    "If there's a child on the south side of Chicago who can't read, that matters to me, even if it's not my child. If there's a senior citizen somewhere who can't pay for her prescription and has to choose between medicine and the rent, that makes my life poorer, even if it's not my grandmother. If there's an Arab American family being rounded up without benefit of an attorney or due process, that threatens my civil liberties. It's that fundamental belief -- I am my brother's keeper, I am my sister's keeper -- that makes this country work." - Barack Obama

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    • #3
      A question sort of related to this: What about the tags related to the other language versions of CIV? If you have no plan to make it into a foreign language, is it possible to just remove the (French)le blahblah(/French) and the like when you are renaming things such as religions, or is it best to put the english replacements in those language tags as well?
      "Compromises are not always good things. If one guy wants to drill a five-inch hole in the bottom of your life boat, and the other person doesn't, a compromise of a two-inch hole is still stupid." - chegitz guevara
      "Bill3000: The United Demesos? Boy, I was young and stupid back then.
      Jasonian22: Bill, you are STILL young and stupid."

      "is it normal to imaginne dartrh vader and myself in a tjhreee way with some hot chick? i'ts always been my fantasy" - Dis

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      • #4
        Actually i also have a question sort of related to this. In like the Desert War mod and other mods, if you look in the XML/Text folder, the xml files have names unique to the mod rather than the standard Civ4 names.
        The questions I have to ask regarding this, is How does this work, and why should you do it, and where can you do it?

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        • #5
          AFAIK, only in the XML/Text folder.

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          • #6
            Thanks for the response, Drachasor
            Originally posted by Blake
            Actually i also have a question sort of related to this. In like the Desert War mod and other mods, if you look in the XML/Text folder, the xml files have names unique to the mod rather than the standard Civ4 names.
            The questions I have to ask regarding this, is How does this work, and why should you do it, and where can you do it?
            Presumably, there are calls in the Python files that refer to these text files...which are probably just flavor text for the mod.
            Populus vult decipi, ergo decipiatur

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            • #7
              You only need the language you are using. Me, I only provide english text for my xml files.

              Text XMLs can be called anything you like.

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