Imperivm Resurrected

Full template

Every folder the game reads from a mod, each with a note about what goes in it. Use it when your mod does several things; for one thing, the other templates are shorter:

You make Template
A map for skirmish and multiplayer scenario
An adventure or campaign, with or without videos adventure
A conquest, with or without videos conquest
A unit or hero units
A civilization civilization
Rules, stats, AI, victory modes, options gameplay
Music, sounds, voices audio
The game in another language translation
Textures, sprites, icons, menus graphics

Steps

  1. Copy this folder into <game folder>\mods\ and rename it.
  2. In mod.json change id (lowercase letters, numbers and hyphens: it identifies your mod), name, authors and description.
  3. Pick category from the list in Publishing. tags is only needed for a map (players) or an adventure, translation or audio pack (language).
  4. Delete every folder you do not use. An empty folder with its note is harmless, but one that stays under scenarios\, data\ or patches\ makes the game treat the mod as gameplay: everyone online would need it.
  5. In the folders you keep, delete the PUT-YOUR-FILES-HERE.txt note when you add your files.

Folders

Folder What goes in it Counts as gameplay
data\classes\ Unit, building and hero classes (.sc.xml): new ones or copies of the game's. guide yes
data\commands\ Orders and their buttons (.xml). guide yes
data\GameScripts\ Victory modes: one .vs per mode. guide yes
data\BonusScripts\ Starting bonuses: NNN NAME.vs. guide yes
data\mod\ Your own scripts, called from events and classes. guide yes
patches\data\ Patches over the game's files, with the same path and name. guide depends on the file
events\ Event scripts: OnGameStart.vs, OnObjectDie.vs and so on. guide yes
civs\ New civilizations: .json, one per civilization (index 10 to 99). Its units and buildings go in data/classes and its orders in data/commands; clone-civilization.js writes all of it. guide yes
specials\ New unit specials: *.json. guide yes
options\ Lobby switches: *.json. guide yes
scenarios\ Skirmish and multiplayer maps (.bfhp). yes
adventures\ Adventures (.bfhp and the .bmp of the same name). yes
conquests\ Conquests (.bfhp), with their folder in conquestmaps. yes
conquestmaps\ The folder of each conquest map: territories.xml and its images. yes
movies\ Cutscenes (.avi) that a map plays with PlayMovie. no
music\ Music (.ogg), same name as the game's to replace it. no
sounds\ Sounds (.wav), same path as the game's. no
loc\ Texts: .loc.xml. guide no
units\ Unit sprites (.rle) and entity files. The .xml and .pass count. guide only .xml and .pass
buildings\ Building sprites and entity files. The .xml and .pass count. guide only .xml and .pass
mapobjects\ Map object files. The .xml and .pass count. only .xml and .pass
visuals\ Effects and projectiles. Only the .xml counts. only .xml
gameres\ Loose interface images: icons and buttons. guide no
packs\ Maps (.bfhp) and packs (.pak) mounted next to the game's. depends on the contents
randommap\ Random map shapes. guide yes
randommapsettlements\ City and village templates. guide yes

The patches\ folder is not in the template (a note file there would be reported as a bad patch): create it with the path of the game file you patch. Files that are not listed go in the same path they have in the game. Executables and system scripts are not allowed (.exe .dll .asi .bat .cmd .com .scr .ps1 .vbs .js .msi .sys .cpl .lnk .reg .jar .hta .wsf .pif): a mod with one does not load. The complete reference is Reference.

Check and publish

node tools\validate-mod.js <your mod folder>

The validator reports problems with file and line without opening the game (Validating a mod). Zip the mod folder with its mod.json inside and publish it as described in Publishing on GameBanana.