View Full Version : Modify, Finish, Start Anew, or Other


woodelf
Apr 02, 2007, 10:09 AM
Please vote on your preference to how to proceed with this mod.

Choices are quite simply; Modify it from what we have, Finish it from where it was abandoned before, Start Over with the same ideas, or Other. Specify other.

Modify and Finish are similar, but not identical. Finishing would be a quick solution to get the mod done. Modifying would be fixing known issues and potentially being happy at that point. Modify and Finish would be alright so long as we understand and like everything included. Starting Anew would let us keep civs, techs, buttons, buildings, ect, but redo the XML from scratch to avoid issues later on.

joelwest
Apr 02, 2007, 10:18 AM
quite frankly I will be happy with any progress that is made.

to be thorough starting from fresh is best, but this presupposes a development team is in place.

I personally think the mod is a good start and most of it can be kept and be built upon. however without going through the code from the start the intent of the original now vanished coders will be mirky at best.

woodelf
Apr 02, 2007, 10:21 AM
I went for Start Anew as well, because that means we could cobble, scrape, and borrow whatever is usable from the old mod without get hung up on old code that we don't understand or need.

We'll have to see what anyone else thinks.

GeoModder
Apr 02, 2007, 11:13 AM
A fresh slate always sounds the best.
Besides, it's not really starting anew, there's lots of stuff ready to be used. ;)
For starters, even that AtAT unit (and its brother) could be implemented in the mod as late-game stuff. (that's a star wars unit for the ignorant among us ;) )

woodelf
Apr 03, 2007, 04:10 AM
I'm actually rethinking my answer to more of a restart after modifying what exists philosophy.

I'm not sure I have enough time to start from scratch, but I can polish what we have and redo the stuff that simply doesn't work or isn't needed.

GeoModder
Apr 03, 2007, 08:50 AM
Attrition seems superfluous... :mischief:

woodelf
Apr 03, 2007, 09:11 AM
I can easily get rid of that. Anything else bub?

GeoModder
Apr 03, 2007, 11:11 AM
I'll try to find time to load a version.

woodelf
Apr 03, 2007, 11:35 AM
I have the techs and buildings cleaned up. I don't think those have changed in a few versions. My concern is the 1.52/1.61 transition.

GeoModder
Apr 03, 2007, 12:05 PM
Did development halted prior to Civ version 1.61 came out?

woodelf
Apr 03, 2007, 12:11 PM
It halted, but we did at least patch to 1.61...

GeoModder
Apr 03, 2007, 12:17 PM
Mmm... just checked, version .15 and .20a are not 1.61 compatible...
Checking further...

GeoModder
Apr 03, 2007, 12:21 PM
Well, not compatible is a big word: the mod loads but all the text on the menubuttons is gone.

GeoModder
Apr 03, 2007, 01:09 PM
Jeez. None of the versions on my comp were 1.61 compatible.
Downloading the latest version again, and see how that goes.

woodelf
Apr 03, 2007, 01:21 PM
I'm going to check 0.22 soon. I have 0.23A and I know that works, but I may have made some modifications... :blush:

woodelf
Apr 03, 2007, 01:22 PM
When did 1.61 come out?

woodelf
Apr 03, 2007, 01:59 PM
0.23a is the only version to work.

I have it and am currently adding in the files I modified today. No more double buildings. :D

GeoModder
Apr 03, 2007, 02:19 PM
Good.
Tomorrow, unexpectedly, I have a free evening.
I'll see what I can come up with for the tech tree.

Strangely enough, the lunar rover (remember that funny one?) isn't in the downloadable version? :confused:

woodelf
Apr 03, 2007, 02:30 PM
Whoa, whoa, whoa. Let me upload what I have for the tech tree first. I spent about 3 hours fixing TXT_KEYs for the description, pedia, and strategy today. I'd hate to completely scrap it!

I'll create a new "files" thread before I go to bed.

joelwest
Apr 05, 2007, 10:01 PM
I'm actually rethinking my answer to more of a restart after modifying what exists philosophy.

I'm not sure I have enough time to start from scratch, but I can polish what we have and redo the stuff that simply doesn't work or isn't needed.

perhaps all who have voted for "start from scratch" also need to clarify what they meant.

I personally am not advocating reinventing the wheel or throwing out all the old code just because it is old.

my vote to start from scratch had more to do with what mindset we as the new developers should be in.

are we to -

1)
just patch up the many problems with current code and stop, or

2)
question all past decisions to see if they were good gameplay decisions but try to keep as much of what worked as possible, working towards a finished mod, at least in terms of having defined the victory conditions, tech tree, and units

if was this second option I had in mind when I cast my vote.

thomas.berubeg
Apr 06, 2007, 08:54 AM
2)
question all past decisions to see if they were good gameplay decisions but try to keep as much of what worked as possible, working towards a finished mod, at least in terms of having defined the victory conditions, tech tree, and units

if was this second option I had in mind when I cast my vote.

I( had somethin like that in mind too, when i voted for modify and finish.