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  • The Mod...?

    Pardon my ignorance, but is there any way to create a Civ4 mod without using programming language?

    If there is, please elaborate.

    If there isn't, why not? Is there any way around it?
    The Apolytoner formerly known as Alexander01
    "God has given no greater spur to victory than contempt of death." - Hannibal Barca, c. 218 B.C.
    "We can legislate until doomsday but that will not make men righteous." - George Albert Smith, A.D. 1949
    The Kingdom of Jerusalem: Chronicles of the Golden Cross - a Crusader Kings After Action Report

  • #2
    What mod? What programming language?

    Really, if you want to avoid C++, there's a lot you can do. Through using XML and Python, you can make a crapload of stuff - everything in the Civ4 scenarios and more. But Python is a programming language.

    If you want to avoid that, too, you can stick to XML mods. That's certainly not programming, and you can do a fair bit with just XML. Like adding new units and buildings, changing most numbers in the game and such. There is, after all, no limit on how small a mod can be. A mod that changes nothing except the interception chance for SDI is a mod, too...
    Solver, WePlayCiv Co-Administrator
    Contact: solver-at-weplayciv-dot-com
    I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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    • #3
      I can't program at all (well, when I was a kid I programmed back when BASIC had line numbers), but I've made quite a few small mods with XML editing - gamespeed changes, new difficulty levels, and I've even changed the behavior of some of the AIs (my triple-flavored Theocracy-leaning Montezuma is almost TOO good). Just open the appropriate .XML files with notepad or some other text editor and read through the different options, most of them are pretty self-explanatory.

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      • #4
        I have no coding skills but there are an infinate number of small mods you can make without coding knoledge, just common sence nessissary. However you still need to go into the code. But you can create new leaders (and I think change how agressive they are and such), create new buildings, new game speeds, resources, anything like that, by just copying, pasting, and changing numbers. Though you may need some new graphics, you don't have to be able to code. Just look in the games code, you will see.

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        • #5
          XML isn't code, so you don't need to "go into the game's code" to create XML mods .
          Solver, WePlayCiv Co-Administrator
          Contact: solver-at-weplayciv-dot-com
          I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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          • #6
            Has anybody made some sort of XML FAQ or something?
            The Apolytoner formerly known as Alexander01
            "God has given no greater spur to victory than contempt of death." - Hannibal Barca, c. 218 B.C.
            "We can legislate until doomsday but that will not make men righteous." - George Albert Smith, A.D. 1949
            The Kingdom of Jerusalem: Chronicles of the Golden Cross - a Crusader Kings After Action Report

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            • #7
              There's the Modiki, a link to which is impossible to find thanks to Markos's navigation... uhhm, http://modiki.apolyton.net should be it.

              But really, it would also be good if you asked any specific questions as you go. XML is simple .
              Solver, WePlayCiv Co-Administrator
              Contact: solver-at-weplayciv-dot-com
              I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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              • #8
                Originally posted by Alexander01
                Has anybody made some sort of XML FAQ or something?
                The (real) simple stuff:
                Edit the XML file in a dedicated XML editor or Notepad.

                Save the file in your appropriate CustomAssets folder (do NOT replace the original xml). Occasionally a notepad-edited file won't work because of some syntax error or improperly included character. I will usually work on a desktop-copy of the original file in the first place.

                Just change already-existing values, or copy snippets from another location.

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                • #9
                  Originally posted by Solver
                  XML isn't code, so you don't need to "go into the game's code" to create XML mods .
                  Really, well whatever it is then, thats what you have to go into. I did tell you I have no coding knoledge.

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