The Mod Folder....

I have a couple of questions/suggestions for the Mod folder for Galciv 2...

The main thing I would like to know is, if, say an xml file in the mod folder is a complete replacement - (as in pretty much nothing is identical) to another in the main game -is the one in the main game completely replaced - or does it try to use both? Also - what happens if there are conflicts between different mods/entries in the mods folder?

TBH - my suggestion would be to deal with mods like a few other games do - (Oblivion for example) - make it so each mod can have it's own folder and then select which ones you want to run in the game - it'd also make it a lot easier to handle total conversions too...

I know support for the mod folder has pretty much just been added - so you're probably working on things with it anyway - though I'd thought I'd throw in a couple of things now...

(And Please could someone come up with a editor like the one for GC1? (except alow me to completely replace the existing tech tree this time - (using the mod folder?) - for some reason teh GC! would only ever let me add stuff - not replace it...)

Thanks...
5,308 views 4 replies
Reply #1 Top
The real definitive answer you probably want to wait for release of the 1.2 version when Stardock plans on releasing various guides and examples.

Oblivion doesn't have its own folders, rather each is a plugin that can be selected or not. Civ 4 is the one I can see that makes use of folders and allows user to select which one you want to play with. Also has a "Custom Assets" folder where any mods put in there will be loaded up.

You can take notepad or your favorite editor like Object Edit or Notepad++ and write your own already.
Reply #2 Top
The reason I'm asking this is because I want to do a total conversion of the tech tree/improvements etc. - but was unsure that if I put everything into the mods drawer that it would completely replace the normal stuff (like I need it to) or not..?
Reply #3 Top
As of now, It duplicates them (atleast for planetimprovements, haven't tried techtree).
Reply #4 Top
I believe the way it will work is that you will put a file in the "Mods\planetaryimprovement" folder named after your mod, like "mymod101.xml". Then you put files into the other folders as necessary named the same. The game will then check those folders and come up with a list of mods that you can use based on the file names. Then when you enter the game, you select the mod you want to use (will be part of the UI in the game set-up I think) and whatever in that file will either 1) replace (if it is the same entry) or add on to the existing based xml, or 2) be used as the xml in question (meaning that your mymod101.xml in the planetaryimprovement folder will be used as the primary planetaryimprovement.xml). I'll bet that it will probably be #2 because it seems a lot simpler to implement.

With that said, the mod folder, as of the latest patch is not fully functional. Yes, the game does pull the files and tags into the game, but it doesn't remove the old ones from the base file. So right now, it's best to leave it alone until Stardock finishes their mod implementation.