Civ 5 mods wont

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Once you do one thing that works you'll know what you have to do and it'll be easy to catch when you inevitably mess something up and break it. So, like Shiggs suggested earlier, start small and add a few pieces at a time. Yeah, that last bit goes against the populatiry of releaseing large compilations of small mods but it's a new concept for Civ modders so that's to be expected. I also means I can distribute a large, complicated mod in multiple pieces so you can enable what you like and not what you don't and when it comes time for updates I only have to update the parts that change, not the entire set of them. The beauty with this setup is that my changes to the game database can exist with or without your changes to the database. To do the same in Civ 4 required a modified (and large) XML file. For example, I can disable all of the original civs with what? 6 lines of XML or so, or one basic SQL statement. For us this means we can apply changes without having to change any original files (with some exceptions). Civ 5 uses SQL database tables where Civ 4 used XML files, Civ 5 uses XML files to make SQL statements more readable, when the game loads the XML is parse to create a database table containing all of that info.

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Nah, it's actually a lot easier than Civ 4 it's just different because Civ 5 doesn't read data directly from XML files like 4 did.