There is a catch, for instance, if you want to use a building as an improvement no can do or a Wonder like a building also cant be done, besides all belonging to buildings table in this last case. Unless you have multiple images in your DDS file index is always equal to "0".Īrtdefs are about animations in-game, so it is not that easy to make your own. you can see more examples in UI folder of my mod above). ![]() If you define your Atlas just add above IconTextureAtlases and link to your Atlas (example: ICON_ATLAS_CIVILIZATION_PORTUGAL. Icon type has a tricky part, you have always to start with ICON and then concatenate with your unit type name => " ICON_ UNIT_YOURUNIQUEUNITįor starting you don't need to define your own icons just reuse existent ones (copied from game core icons file, Atlas argument). You can define the text in the DATA file directly but if later you want to add another language you have to change to LOC_ to work out. Here we define LOC_ arguments present in DATA files. One note, I´m not covering different languages, that can easily be added later on. Usually, there´s two types of text, the text of our DATA and Civilopedia Text (usually for history purposes). Here you define your unit, keeping to attention that to make it your civ/leader unit you add the trait type at the definition of it (in this sample is TRAIT_CIVILIZATION_UNIT_YOURUNIQUEUNITABILITY).Īdvanced unit abilities are usually defined on unitabilities.xml with the definition of an ability class (see tags). Here you define your building, keeping to attention that to make it your civ building you add the trait type at the definition of it (in this samples is TRAIT_CIVILIZATION_BUILDING_YOURUNIQUEBUILDINGABILITY)ĭistricts and improvements are pretty similar. In here you define all main unique traits of civ or leader, that can also have unique units or buildings. You can use Gimp for other platforms.īefore we start don’t forget to read the rules about modding: Paint.Net (for 2D art) - Foi making icons and leader screens. In the end, I write only some considerations and in the future, I will add modbuddy migration section. ModBuddy - It's the official tool for modding available with the game. ![]() My handy tool for search (to search in the database) – especially useful to know all props (columns) possible to use in your coding and to make a “macro” search by a value. Nevertheless, use your preferred text editor.ĪstroGrep (to find a needle in a haystack) - especially useful to find errors in logs. IMPORTANT NOTE: Visual Code is the most recommended since works in all systems, and I think a portable version can be found also. Visual Studio Community (here you get the place of the game core folder as an existent website) or VSCODE (here you open a folder but save as workspace) – especially useful for direct copy & paste, having your mod in another side project in same solution/workspace You need some handy tools for search (I use them all, and sorry I am a windows user, for mac/linux I believe there´s plenty of similar search/coding platforms): It sums to copy & paste but you must know where to put the code (or where to get it in the first place), so I throw this basic tutorial. I see many ppl struggling with trying to make a new civ (or alter something in an existent one).
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