Creating multiple FACTIONS as one integral theme.

XML schema(s)

Before i dig deeper into planning for a complex Mod with multiple Factions & various gameplay twists and possibly Campaigns... i must know if the following quote from the Wiki guide is still active to help us out with the necessary XML schemas or whatever else could be achieved. (From March 2016 by Cari)


Note: This will create a binary file in order to have the faction available without restarting the game. This means that you will not be able to edit the parameters for the faction outside GalCiv 3 in XML format until Stardock decides to create an export to XML function. If this matters to you then see the other methods of mod creation on this page.



I somehow managed to inspect the ingame Faction Designer toolset but it seems a bit limited in scope while not providing any hints or facts on the "Packaging" of such mod.

10,766 views 6 replies
Reply #1 Top

No clue what exactly your asking here.

Are civilizations created with the ingame civ builder available to eidt out side of the game? No.

Can you create factions without the civ builder? Yes, via xmls.

Reply #2 Top

Coming from you (author of a perfect sample mod with many such custom Factions).. i can certainly refer to that exact process of manipulating whichever files. Not everyone has such skills (at least i'm just beginning to study GC3 assets) -- so, i simply thought Stardock devs would have been doing us a favor & follow through on their "promises" to enhance the XML schema potentials (as quoted).

Currently, i think the Steam interactions with the usual ingame tools are lacking scope or direct methods that most inexperienced modders should have a hard time mastering. Thus why a more friendly set of editing toys would facilitate solid creative projects. I admire your cool results when it comes to packaging.. and fully expect having fun trying to understand how to reproduce such a success.

Yet -- Steam still can't really handle that kind of complexity directly at the moment. That's what i meant by referring to Cari's comment.

Let the future dictate what i'd succeed at.. even if i am very late to the party. Doesn't take away my own huge X-Worlds product_s (( http://library.galciv2.com/index.aspx?c=19 )) created nearly a full decade ago! :borg:  

Reply #3 Top

Oh.. just for some wild fun. Here's an early toy i am working at. The random color picker is a bit too implicit for my taste.. so i want(ed) to create a custom 512x512 "clickable" source device to maintain a few thematic palettes as stable RGB tricks. All it takes is to replace the color_pick_rainbow.png  file with something like this...

Try it out from a Gfx folder drop -- with such standard 295 spectrum/colors & that UI side panel (109) available elsewhere but NOT when using other aspects.  :beer:
I still have to remove the grey Hexes/grid which could interfere with the mouse pointer & also provide a bunch of important default swatches to the right side.

Onto MARS Insight landing show .. live online in about one hour!

Reply #4 Top

So far -- so good!

Big Sky & Raymond Shen as proper Leaders. Plenty more to do.. including many A-Lien Races.

Reply #5 Top

You do not need to replace the file, although you do have to place your new one in the same directory as the original, edit GraphicAssets.xml look for color_pick_rainbow and change it to your new png.

Quoting Zyxpsilon, reply 2

Coming from you (author of a perfect sample mod with many such custom Factions).. i can certainly refer to that exact process of manipulating whichever files. Not everyone has such skills (at least i'm just beginning to study GC3 assets) -- so, i simply thought Stardock devs would have been doing us a favor & follow through on their "promises" to enhance the XML schema potentials (as quoted).

They have kind of(vaugly) held up on their promise of a better modding solution by adding the Civilization Builder, where myself I do find this lacking, due to my knowledge (and its not all mine, its been gathered from all manner of users from these forums), I can substitute this with xml modding, I am also hopefull they will expand on the current civilization builder to atleast include system creation rather than the limited predifned selection we have now.

Quoting Zyxpsilon, reply 2

Currently, i think the Steam interactions with the usual ingame tools are lacking scope or direct methods that most inexperienced modders should have a hard time mastering. Thus why a more friendly set of editing toys would facilitate solid creative projects. I admire your cool results when it comes to packaging.. and fully expect having fun trying to understand how to reproduce such a success.

Yet -- Steam still can't really handle that kind of complexity directly at the moment. That's what i meant by referring to Cari's comment.

I would love to see workshop support for xml mods and some modding tools, I am not going to hold my breath though. Modding in general for this game is progressing on an upwards scale with each new content and free patches. More to do with getting my (our?) hands on new examples/different examples of existing code that stardock uses. Less trail and error for modders for functions/actions. Be nice if stardock commented ModifierEffectTypes.xsd and explained what function/action requires what paramerters.

I have always made my mods with Civ5's SDK (Modbuddy), you can even get Modbuddy to read the GC3 scheme files so any xml errors detected will be debuggable within the sdk. Its quite a fiddle to get the scheme files into the correct location within your solution directory (thats where it looks).

 

EDIT

I have not used the ingame builder to make a civilization, my Star Trek races were ported from xml civs. (Copy'd via the builder). I have used the Shipset builder, I do find this a bit clunkey to use, when you have 3000ish designs downloaded from the workshop its very much a mild anoyance scrolling through all the ships due to the limited search options.

Reply #6 Top

Ideally.. a true modding/tools pack could have been at least made to maintain combined "Components" (thematic Races, Planets/Stars, custom Ruleset, Campaign scripting, many more!) straight up or externally in a dedicated GUI. But, if they didn't plan or still intend to offer any of this to the community you'd think the essential would already be public and/or available for anyone to tackle.

As it stands.. many limits stop most people to create freely. Sad but true. For me .. it's the timing (very late into the cycle) which prevented discovering stuff like you and others manually pushed in personal scope(s) that (((HAD TO!))) edit XML & use variable files or tricky methods. Experience helps. Skill even more so.

I just wish StarDock staff would bother designing a fully comprehensive ModBox where liberty of choice is obvious rather than clugged in toys like these two extra (features are minimal, IMO) options they dumped into the menu.

They presently are running some quick beta-patch test phase.. let's hope they expand on that while giving people THE modding enviro.
*_*