Sid Meier's Civilization V

Sid Meier's Civilization V

Buildings Guide
15 Comments
lshipp  [author] 31 Jul, 2014 @ 8:37pm 
:)
Sovereignty 31 Jul, 2014 @ 7:29pm 
Just wanted to say thank you for making these lists. I've been going through the game's XML's for days looking for information on certain buildings. You just saved me a large amount of frustration and tired eyes lol.
lshipp  [author] 3 May, 2014 @ 7:27am 
update will likely occur sometime tomorrow morning USA time (morning of 4May2014)
lshipp  [author] 8 Apr, 2014 @ 8:38am 
mea culpa

I gave some really dreadful silly stupid bad advice at the very end of the Changes_2_Firaxis document. The latest update (4) shows where that bad advice is. Heading anyone off from trying to use that bad advicce is the main reason for this morning's update 4. This is what happens when I don't give myself enough time to properly review, edit, and excise the bad from a document.
Xarsus 8 Apr, 2014 @ 12:53am 
@Ishipp
i found a Snippet for adding tech here and works
http://forums.civfanatics.com/showthread.php?t=390028

and this powerful tool for adding techs
http://forums.civfanatics.com/showthread.php?t=395209

but i wonder if we can add to a tech happiness or BuildingProductionModifier, MilitaryProductionModifier etc... also your wonder and building guide works fine, i manage to add a building with correctly with graphics.

PacoOtaktay 7 Apr, 2014 @ 1:57pm 
@Ishipp
Oh I would love to see a guide for the unit promotion system as that would help on a couple things I would like to do :D

Keep up the good work @Ishipp :D
lshipp  [author] 6 Apr, 2014 @ 11:27am 
Thanks for kind comments.

@PushingFatKids

that one would take some heavy research, I think. My understanding of the nuts and bolts of civilizations is really only very basic at the moment. The only reasonable way I think I'd have to make a really good guide for civilizations would be to pair up with one of the master modders that keep seeming to crank out really impresive Civ mods.

For now I'm probably more likely to do one on beliefs or unit promotions since I understand the tables for those to a much greater extent than I do for civs. Or perhaps one on adding techs, as suggested by Xarsus earlier in the comment thread.

I just really haven't made up my mind as yet
BillyBone 5 Apr, 2014 @ 11:46pm 
Any hope for a guide to add a custom civ?
PacoOtaktay 5 Apr, 2014 @ 8:59pm 
Thank you for making a nice guide :D
I think there should be more guides that cover in detail all the types of modding in Civ 5.
Also wish they would bring back multiplayer enabled mods so these could be used in multiplayer games.

I myself have been trying to figure out how the units part works correctly. Took me two weeks of digging to get a simple worker mod going. Personally not even sure if it works with just the base game or not. I have BnW and it seems to work ok with it. So far haven't had much feedback on it.
lshipp  [author] 3 Apr, 2014 @ 9:14am 
@Xarsus

If you feel brave enough, you could follow Ceej12's instructions on how to post a mod to the workshop. Let me know if you want to do this, and where to find your mod, and I will subscribe to it and see if I can't tell where the problem is. It'll still be up to you to make the required fixes, if I can find what needs to be "doctored".

After your mod is working properly you can always remove it from the workshop if you don't like the idea of it being out there for all and sundry to see.
lshipp  [author] 3 Apr, 2014 @ 9:05am 
@Xarsus

look first and foremost through the <Buildings> table. there may be a conflict there, if for exmple, you left both a <NeverCapture> and a <ConquestProb> active. also look at the sections of the template where I said something like "pick one or none at all" but didn't specifically state that you should delete any of the lines you don't want. If this sort of thing turns out to be the problem then I guess it's more my bad than yours.

ModBuddy will not show you errors that are conflicts between commands. It will only show you errors that are syntax problems with the way a command is structured. Things like forgetting to close a building table or a <Row> entry within a table, or leaving a comment command "open".
Xarsus 2 Apr, 2014 @ 11:50pm 
Looking forward to see the changes.
Taxform madness.... sounds familiar :)
lshipp  [author] 2 Apr, 2014 @ 7:02pm 
I will most likely have the update for how to change existing firaxis-supplied buildings ready by this weekend. Most likely Saturday afternoon USA time.

Then I most likely will not put any more work in on the guide unitl after the annual mid-april taxform madness.
lshipp  [author] 2 Apr, 2014 @ 9:02am 
You're welcome. Whole point of the guide was to provide info to current modders and folks who wanted to try their hand at modding.

Uh...let me get this guide finally finished before I decide what I want to tackle next. ;)

Having said that, suggestions ARE welcome.
Xarsus 1 Apr, 2014 @ 8:44am 
Thx for guide mate. i think i can make some buildings now :)
Any chance to make a guide how to expand technology tree... adding new techs etc.