View Full Version : [BtS Mod] World of Civilization - Discussion
TAfirehawk Jul 22, 2007, 06:19 PM A growing number of Civ4 modders here have expressed interest in expanding on the idea of Impaler[WrG]'s CCCP DLL. This fit well with the work done by the ViSa Modpack Team as well as others. In general we want to combine every Civ4 mod into a user selectable mega-mod that can also be used as an initial basis for other mods....following the latest modular XML approach in BtS.
mrgenie has put together an 'idea' document that I have placed on a dedicated forum for World of Civilization (http://worldofciv4.proboards57.com/index.cgi), please check out what we are trying to do and give your input and feedback.....and modding help :D
brun58 Jul 22, 2007, 07:24 PM I have no modding experience, so I can't help there, but I hope you and others who can become excited by your idea, because I really like the idea of being able to have the ability to customize a mod to your own taste if I'm understanding you right. I'm wishing you great success with this project. :D
TAfirehawk Jul 22, 2007, 07:51 PM Well we will eventually need a good solid month of beta testing....and for that we will need more people than in the Development Team. So everybody can help at some point :)
GeneralMatt Jul 22, 2007, 07:54 PM I guess we are supposed to join up on the forum, so I shall. :)
Going by Gmatt, the name I started to use (opposed to GeneralMatthew or GeneralMatt) as it was easier..
Edit: It won't let me log in to activate, can it be fixed?
TAfirehawk Jul 22, 2007, 08:15 PM I guess we are supposed to join up on the forum, so I shall. :)
Going by Gmatt, the name I started to use (opposed to GeneralMatthew or GeneralMatt) as it was easier..
Edit: It won't let me log in to activate, can it be fixed?
The login is gmatt.....if you don't have access, I can delete it and you make a new one.
TAfirehawk Jul 22, 2007, 08:16 PM And yes, to get into the Modder/Development area you need to be a member there....guests can't see that area.
GeneralMatt Jul 22, 2007, 08:52 PM The login is gmatt.....if you don't have access, I can delete it and you make a new one.
I will giver her another shot..
Ok, I follow the activation link in the email, but it brings me to a login screen where I cannot seem to login. My thinking is that it needs activation first..
So I am kind of stuck.. The password and username is exactly as in the email to..
rockinroger Jul 22, 2007, 09:39 PM I will giver her another shot..
Ok, I follow the activation link in the email, but it brings me to a login screen where I cannot seem to login. My thinking is that it needs activation first..
So I am kind of stuck.. The password and username is exactly as in the email to..
I had to look for my activation in my spam mail, and tell my mail that it is not spam. Hope that helps
GeneralMatt Jul 22, 2007, 10:06 PM Edit: Never mind, it was something with me, activating now. :p
Aussie_Lurker Jul 23, 2007, 03:41 AM Well, I am currently working on my 'Ultimate Politics Mod'. I would be happy to hand over any & all code relating to this project once its done.
Aussie_Lurker.
Impaler[WrG] Jul 23, 2007, 05:13 AM I'll be putting my full weight behind this project as Programing lead, the CCCP will basically become the code branch of WoC project with additional artwork, python and mods layered onto and the playable 'Mod' top most with forking controlled by Modular Loading. Any mod you might want to make (thats not a total conversion) could be built on top on it. FireHawk and the Visa team bring excellent organization skills and Issue tracking site into the mix which will be open for everyone to use.
V. Soma Jul 23, 2007, 07:40 AM Hi folks!
I am no coder, no real mod-maker, though I try to come up with ideas,
do testing if needed and learn into things...
Just thinking how this super project would work...
How would it be organised so that no two mod-components would "collide",
like two ideas of "road systems"? (yes, here now I think of my Roads and Lands...)
Would they be in a seoarated sub-class so they could be chosen so that
only one of the "subclass" can be chosen into the final selection
of the MOD the player makes up of the modules?
Is it too early to ask this? ;)
Shiggs713 Jul 23, 2007, 08:16 AM I'd be happy to help, just signed up. This sounds like a really great idea to unite the mod teams, and should make for less work eventually. :goodjob:
Still waiting on BtS to arrive, I guess I shouldn't have got it directly from Take2, I think amazon got them out faster. Hell I could probably have gone to best buy and got it already.
purplexus Jul 24, 2007, 06:22 PM I'm IN!!!
But my expertise in not in the creation of mod's but in the conversion of mod's into MODULAR FORM.
My Forum is now accessible but is now under construction as I learn the new differences in BTS from Warlords.
My forum will help in storing a WISH LIST (what mods people would like to see moved into a modular form) a SUBMIT LIST (A place where people can add in their modules in order to be added to the Library) AND of course a LIBRARY where it will separate the CIVILIZATION modules from the JUST UNITS ONLY modules, Buildings, Misc other stuff.
Check out the Link for the format of the Forum.
http://forums.civfanatics.com/forumdisplay.php?f=255
I will be busy creating new Modules :) Many full civilizations as that is what I like to do best.
Grave Jul 26, 2007, 09:47 AM While I may not be an expert programmer, I'd like to give my keyboard to the cause. :)
Just let me know if I can be of any assistance. Right now I'm working on migrating History in the Making over to BtS, so maybe our combined efforts could be mutually benificial. :)
Grave
TAfirehawk Jul 26, 2007, 08:10 PM While I may not be an expert programmer, I'd like to give my keyboard to the cause. :)
Just let me know if I can be of any assistance. Right now I'm working on migrating History in the Making over to BtS, so maybe our combined efforts could be mutually benificial. :)
Grave
You have access to the Developers Area now.
We are getting better organized and will be outlining goals and teams soon.
We should have an initial DLL based on the CCCP out very soon as well....the WoC will be a work-in-progress for many months as we work towards the goal of including every major mod for BtS on CFC in a user selectable format.
http://worldofciv4.proboards57.com/index.cgi
http://www.chatzy.com/489035458440
Mexico Jul 27, 2007, 01:41 AM registered on forum with nickname mexico
i can help with SDK/python
Grave Jul 27, 2007, 12:29 PM You have access to the Developers Area now.
We are getting better organized and will be outlining goals and teams soon.
We should have an initial DLL based on the CCCP out very soon as well....the WoC will be a work-in-progress for many months as we work towards the goal of including every major mod for BtS on CFC in a user selectable format.
http://worldofciv4.proboards57.com/index.cgi
http://www.chatzy.com/489035458440
Thanks! :goodjob:
The Navy Seal Jul 27, 2007, 04:16 PM Will you keep the Great People point pooling?
Impaler[WrG] Jul 27, 2007, 04:50 PM Yes thats one of my mods and It will be included as time permits. Were probably going to focus first on mods that see the greatest usage.
TAfirehawk Jul 27, 2007, 07:24 PM We have worked through alot of the structure for WoC....let me share some of our thoughts and ideas so all of you can hopefully see our logic and want to join in the concept.
The WoC is meant to be an umbrella of most Civ4 BtS mods with full user selectable options. We hope to establish a standard to make Modular XML Loading easy and smart for both the modder and player. The idea is to NOT have individual mod directories, where numerous files are duplicates to other mods, but to have directories setup like Civ, Improvements, Civics, Unit Categories, etc. This way we minimize the hard drive space/download time while maximizing the gaming options. Within the group directory Civ for example, would be one modular XML file for each new Civ/Leader added to the game. We are really just taking the established ideas and standards set forth by Firaxis and putting it in a mod on top of BtS.
The beauty and key component of this setup will be the Front-End program. This program will be the launching point for WoC instead of the BtS icon. In this program will be default mod setups so you can play FfH or TR or ViSa or whatever.....then you have custom options to tweak the individual gaming experience. Now you can customize any mod to your liking and even create 'mods' by simply making a 'default mod file' that loads custom options. You can think of this as a 'Custom Game' screen before BtS loads.
Now I now all of this sounds ambitious and it is, and it won't happen over night....but the benefit for the entire Civ4 BtS modding community is HUGE. We have 3+ strong Civ coders in the project already as well as a couple other professional programmers....so we are assembling the resources required to make this reality.
CanuckSoldier Jul 28, 2007, 04:42 PM I'm not a coder but an organizer/QA person, and of course I'm primarily interested in applying your fine idea to the MP community, as we need a way to make mod loading more user friendly as well, and this all looks very interesting. I'll register at your forums although my participation will likely be in the area of ideas for now.
CS
TheBladeRoden Jul 28, 2007, 05:06 PM I'm more of a graphics guy than a coder, but I'm here.
CanuckSoldier Jul 28, 2007, 05:54 PM That sounds good FireHawk, but do you any concepts of how to deal applying the modular XML and front end system to playing these mods in MP? What happens with your front end once you load your prefered mod but then want to enter the lobby?
CS
TAfirehawk Jul 28, 2007, 07:36 PM I'm more of a graphics guy than a coder, but I'm here.
We need EVERYBODY, so any and all graphics help is welcome on our WoC forum.
That sounds good FireHawk, but do you any concepts of how to deal applying the modular XML and front end system to playing these mods in MP? What happens with your front end once you load your prefered mod but then want to enter the lobby?
CS
First we must get to single player games.....but you certainly would be able to have each player setup the game the same and then MP. I doubt that we see anything about choosing options after getting in the MP lobby....at least not major options.
WoC will be MP compatible.
V. Soma Jul 30, 2007, 01:13 AM I'm more of a graphics guy than a coder, but I'm here.
I konw for one that WoC is in need of graphics people ;)
TAfirehawk Jul 31, 2007, 07:14 PM UPDATE
We have a new website (http://www.WorldofCivilization.com) working along with our own forum....and here is a snippit:
About Us
The idea of collaboration of teams was made by Impaler[WrG]
Why collaboration
Firaxis give us the Idea to use modular loading of XML files. We're still not sure if we use the proposed loading of XML's or if we're going to do it completely different by writing our own XML routine to cache the objects, but the idea of Firaxis was the reason to extend the idea of Impaler[WrG] (SDK collaboration) to a complete collaboration!
Initial thoughts
1 Single development project to share expertise, share objects, artist, programming skills, and most of all, fun!
Give total power to the players of our modifications to civilization with the ability to extend our mods the way they want without knowing the complete structure(either SDK or XML) of what we did.
Shiggs713 Aug 01, 2007, 11:10 AM this will be really great once its done. Can't wait to get started.
TAfirehawk Aug 01, 2007, 08:37 PM UPDATE
Please go to the new link for WoC in my sig.....we have the Bug Tracker working for everybody to interact with in posting ideas/suggestions.
Just like we used in ViSa, the Mantis Bug Tracker is AMAZING software for tracking and controlling a project like this....
TAfirehawk Sep 06, 2007, 06:26 PM UPDATE
We are getting close to defining the next version of the XML Modular Loading format.....the BtS version needed upgrading to reduce the duplicate tags from multiple modules overwriting each other.
Once we get the bugs worked out and 'standard templates' on the SourceForge.net SVN, then we will be VERY close to releasing WoC v1.0 as well as giving the entire Civ4 BtS modding community a new and easier standard way to mod.
TAfirehawk Oct 12, 2007, 06:06 PM It has been since July 22 since I first started this thread....and the project nearly died.
mrgenie has gotten most of the coding done for TRUE modular loading, which this project needs to survive.
More will be coming in detail in the next week, but I have attached here two XML files for the modding community to compare. They are both for the Inquisition mod and the smaller file is using the new WoC xml modular loading and the larger is what is required for the Firaxis/Impaler xml "modular" loading. Besides file size, if a later module needs to update the same xml then it OVERWRITES the Inquisition file, but that is fixed now in the WoC too.
TAfirehawk Oct 12, 2007, 06:08 PM While we have our own Forum site and Bug Report site and General Website already....I will probably be asking for a Dev area here on CFC as well.
Either way, we want every mod/module/etc made for BtS in the WoC project, using the new modular xml loading standard....the World of Civilization is NOT a mod itself, but a NEW way to mod.
TAfirehawk Oct 20, 2007, 06:08 PM The discussion here has moved....
http://forums.civfanatics.com/showthread.php?t=247968
Please use this new thread, thanks.
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