niektb Posted January 26, 2014 Report Share Posted January 26, 2014 What I want to know is how to exclude unit properties and civs from loading.For example:The viking female unit shouldn't be able to build farmsteads because the house already functions that way, still other civs do have to build it. How do I exclude parts the parent template from loading?Other: How do I exclude already existing civs from loading when I start a mod? 1 Quote Link to comment Share on other sites More sharing options...
newcivs Posted January 26, 2014 Report Share Posted January 26, 2014 What I want to know is how to exclude unit properties and civs from loading.For example:The viking female unit shouldn't be able to build farmsteads because the house already functions that way, still other civs do have to build it. How do I exclude parts the parent template from loading?Other: How do I exclude already existing civs from loading when I start a mod?for viking female you only need edit the simulation/templates/unit_suppeort_female_citizen <Builder> <Rate>1.0</Rate> <Entities datatype="tokens"> structures/{civ}_house structures/{civ}_storehouse structures/{civ}_farmstead structures/{civ}_field structures/{civ}_corral structures/{civ}_dock structures/{civ}_temple structures/{civ}_market structures/{civ}_civil_centre </Entities> </Builder> Quote Link to comment Share on other sites More sharing options...
niektb Posted January 26, 2014 Author Report Share Posted January 26, 2014 Yes, I know that you can modify the parent template from a unit, but that would mean that every other civ has the same because that parent template is used by all other female citizens, but that is something I don't want. Quote Link to comment Share on other sites More sharing options...
leper Posted January 26, 2014 Report Share Posted January 26, 2014 Use<Entities datatype="tokens">-structures/{civ}_farmstead</Entities> 2 Quote Link to comment Share on other sites More sharing options...
niektb Posted January 26, 2014 Author Report Share Posted January 26, 2014 (edited) So the minus token is enough?But how do I do that in the civs case? Edited January 26, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
leper Posted January 26, 2014 Report Share Posted January 26, 2014 Yes. Just add it to the units of that civ. Quote Link to comment Share on other sites More sharing options...
niektb Posted January 26, 2014 Author Report Share Posted January 26, 2014 (edited) But how do I do that in the civs case? Yes.Just add it to the units of that civ.No, I meaned how to exclude civilizations from the selection list. Edited January 26, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted January 26, 2014 Report Share Posted January 26, 2014 The female unit is already civ specific, so you just have to add this code to the Viking female. Quote Link to comment Share on other sites More sharing options...
niektb Posted January 26, 2014 Author Report Share Posted January 26, 2014 I think I'm not clear enough, my first question (how to remove parts of the parent template) is answered.My second question is how to exclude certain civs and therefore making them unselectable when starting a game. Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted January 26, 2014 Report Share Posted January 26, 2014 I think I'm not clear enough, my first question (how to remove parts of the parent template) is answered. My second question is how to exclude certain civs and therefore making them unselectable when starting a game. Ah lol, that's defined in the civs json file. Take a look at the generic hellenes or celts for that. Something like "selectableInGamesetup". Quote Link to comment Share on other sites More sharing options...
niektb Posted January 28, 2014 Author Report Share Posted January 28, 2014 Isn't there an easier way to remove them completely from the mod? Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted January 28, 2014 Report Share Posted January 28, 2014 A mod can only overwrite files that are in the public mod. And a civ is defined by its json file. So in any case, you need to overwrite the json file to disable the civ. Either that's possible with just overwriting it with an empty file, or you could set that flag. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 28, 2014 Report Share Posted January 28, 2014 Couldn't you guys make a Mod Folder which the game would load prior to the rest of the files ? That way there would be no conflict nor overwritten files, =) Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted January 28, 2014 Report Share Posted January 28, 2014 Couldn't you guys make a Mod Folder which the game would load prior to the rest of the files ? That way there would be no conflict nor overwritten files, =)"Overwriting" is just a way to explain it. In fact, the virtual file system takes the file that exists in the mod with the highest priority. The default "public" mod has the lowest priority, so if you also define the athen.json file f.e. in your mod, the VFS will read that file, and not the file from the main game. Quote Link to comment Share on other sites More sharing options...
leper Posted January 28, 2014 Report Share Posted January 28, 2014 You could supply a civs/somecivsfile.json.DELETED file, but if you do that for all civs (including athen.json) you could run into some weird issues with RMS/Skirmish maps. Quote Link to comment Share on other sites More sharing options...
feneur Posted January 28, 2014 Report Share Posted January 28, 2014 Is there a way to disable an entire mod yet? Or will we need something more advanced for that? Quote Link to comment Share on other sites More sharing options...
leper Posted January 28, 2014 Report Share Posted January 28, 2014 Don't load it. Quote Link to comment Share on other sites More sharing options...
feneur Posted January 28, 2014 Report Share Posted January 28, 2014 Don't load it.I'm talking about the public mod Which at least as far as I can tell is loaded without being explicitly included among the mods to be loaded Quote Link to comment Share on other sites More sharing options...
leper Posted January 29, 2014 Report Share Posted January 29, 2014 Ah, right. Changing that should be easy, but I'm not sure if adding a command line switch to disable that loading, or requiring explicit loading of the public mod is worth the effort if nobody really needs it currently. Quote Link to comment Share on other sites More sharing options...
feneur Posted January 29, 2014 Report Share Posted January 29, 2014 Ah, right. Changing that should be easy, but I'm not sure if adding a command line switch to disable that loading, or requiring explicit loading of the public mod is worth the effort if nobody really needs it currently.For now it would probably more or less just be useful for testing to find out if you've defined something yourself (so you know it works the way you want it to) or if it just is carried over from the default. It could also be useful for total conversion type mods, but in that case it's probably more likely that it will be distributed as a game of its own anyway and then it can just as well be removed completely. (Assuming the game doesn't run amok if the public mod isn't available?) Quote Link to comment Share on other sites More sharing options...
Temudjin Posted November 3, 2015 Report Share Posted November 3, 2015 I have a similar question as niektb:How do you exclude single structures (from public mod) from appearing in the game? For example, I am trying to prevent the "Taberna" from being able to the Gauls.I already tried the following without any success (the building was still shown in the structure tree as well as they were able to be built in the game):- changing <Civ>gaul</Civ> to <Civ></Civ>- adding ".DELETED" to the file name- deleting the content of gaul_tavern.xml (this lead to loading errors of the mod)Perhaps there is a simple way to prevent files from the original public mod from loading? Would love to learn it.Greetings Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 3, 2015 Report Share Posted November 3, 2015 I have a similar question as niektb:How do you exclude single structures (from public mod) from appearing in the game? For example, I am trying to prevent the "Taberna" from being able to the Gauls.I already tried the following without any success (the building was still shown in the structure tree as well as they were able to be built in the game):- changing <Civ>gaul</Civ> to <Civ></Civ>- adding ".DELETED" to the file name- deleting the content of gaul_tavern.xml (this lead to loading errors of the mod)Perhaps there is a simple way to prevent files from the original public mod from loading? Would love to learn it.GreetingsIn the gaul unit templates you need to remove the building usually '-' + 'name of building' without quotes. 1 Quote Link to comment Share on other sites More sharing options...
Temudjin Posted November 4, 2015 Report Share Posted November 4, 2015 (edited) Thank you for your answer! Do i understand correctly that i have to remove the building from every unit which can build it? That would be an okay solution. But will the building get removed from the ingame tech tree this way? Edited November 4, 2015 by Temudjin 1 Quote Link to comment Share on other sites More sharing options...
Temudjin Posted November 29, 2015 Report Share Posted November 29, 2015 The question is still imminent: How can one exclude a structure from the structure tree? Quote Link to comment Share on other sites More sharing options...
Temudjin Posted December 2, 2015 Report Share Posted December 2, 2015 I finally solved it!If you prevent every unit which can build a structure from being trainable or spawnable as starting entity, that structure will disappear from the structure tree.:-) Quote Link to comment Share on other sites More sharing options...
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