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Some questions about modding and .xml

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10 years ago
Nov 6, 2014, 12:45:53 PM
Hi smiley: smile



I would like to modify/override (for example smiley: kitty ) the UnitRegen in the SimulationDescriptors[Class].xml but i would like to keep the original .xml safe.

So i created a Class[Custom].xml in my Community/myMod/Simulation :

[CODE]























[/CODE]



And my SimulationDescriptors[Class].xml is :

























And my moddingreference.xml (myMod.xml) is :

[CODE]













Gui/GuiElements
  • .xml









    Simulation/FactionTraits.xml

    Simulation/FactionTraits
  • .xml









    Simulation/SimulationDescriptors.xml

    Simulation/SimulationDescriptors
  • .xml









    Localization





  • [/CODE]



    In my simulation folder i have :

    Class[Custom].xml

    FactionTraits[Custom].xml

    SimulationDescriptors[Class].xml

    SimulationDescriptors[FactionTraits].xml





    I'm doing it right ?

    My fear is when we create a mod, it dont modify/override the public .xml, it's "only" adding new stuff?

    How it works? The game "read" the original .xml, then, the custom one and if two descriptors have the same name/id he merge it? is it allowed?

    In that case, the ClassUnit class keeps all her original SimulationPropertyDescriptors except the one i would like to modify?





    PS : Can we localize the title and the description of a mod ?
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    10 years ago
    Nov 6, 2014, 1:47:10 PM
    In case you use the exact same Name it should override the game data.

    Otherwise it is adding the new stuff to the already existing database.

    It implies that you must copy/paste all the SimulationPropertyDescriptors and include your specific changes.

    (Edit: I made a try with a quest and it acts as described above)



    You cannot localize the title and description of a mod for what I know.

    I will ask about how difficult it could be to allow that.
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    10 years ago
    Nov 6, 2014, 6:20:55 PM
    I see there is a place for the "Version" of the mod.

    I tried

    [CODE]

    Linithe



    Units are immobilized and lose hitpoints progressively during winter.

    FrostBite

    0.1

    [/CODE]

    didnt worked :/

    And i noticed that there is a empty place upper than the description of the mod. What are we supposed to fill in and how ? a thumb maybe ?



    What are the and ? Why not and ?

    Is it a problem if [CODE][/CODE] and not [CODE]Frostbite" Type="Conversion">[/CODE] ?



    Could it be a way to know wich files a mod changes without checking all the .xml manually to easier future merge purposes ? Or a Mods Merger Tool (provided by Support of course smiley: stickouttongue ) ? That's why we can't activate more than one Mode at a time ?
    0Send private message
    10 years ago
    Nov 6, 2014, 6:37:34 PM
    What are the and ? Why not and ?


    Those are the same smiley: wink The is a shorter version of because there's no data inside it.
    0Send private message
    10 years ago
    Nov 6, 2014, 6:42:28 PM
    Ok.

    Tried this :

    Hi i'm a tag smiley: smile

    Linithe



    Units are immobilized and lose hitpoints progressively during winter.

    FrostBite

    Hi i'm a release note smiley: smile


    Tags dont appears anywhere.

    BUT the releaseNote IS the empty place upper than the description smiley: smile

    Still dunno how to do to add the version of the mod.
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    10 years ago
    Nov 13, 2014, 11:22:57 AM
    First of all, my mistake. You can localize the texts. You just need to add a loc key between marks and then and the loc key in the localization documents.

    Should look like that:

    %Title



    I confirm Tags are not used. I will clean the reference document in the modding part.

    About the "Version" zone is empty. It has been added in GUI but not planned in code. We will see what we can do about this.

    Cheers,
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