View Full Version : Welcome to the World of Civilization Project
TAfirehawk Nov 15, 2007, 08:41 PM The World of Civilization, or WoC as we like to call it, is a PROJECT first and foremost, not a mod or module or modcomp. The core revolves around "fixing" the modular xml loading originally developed by Impaler and released by Firaxis in Beyond the Sword, BtS.
After the WoC Core is downloaded and installed in the BtS\Mods folder, a player or modder can add/subtract game components simply by moving module folders from Modules to Unloaded Modules or vice versa.
This is a collaboration of Impaler and the ViSa Team...Impaler created the first Modular XML Loading system in Warlords and Firaxis picked it up and included it in BtS. Now the WoC Team has expanded/enhanced/fixed what Firaxis released and turned it into the WoC Standard.
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The idea behind the WoC Project is to create a better and easier Modular XML Loading system for both players and modders. We have made a revolutionary upgrade to the system Firaxis released in BtS. This is something we saw a large need for while putting together 50+ modcomps into the ViSa Expansion Pack we made for Warlords. So this is really something we wanted to do for our own modding but soon realized this WoC Standard is great for every modder AND every player.
This is just v0.92 so it is a bit rough and we need help testing before releasing a v1.00. We have quite a few Modules done but are still refining the WoC Standard so not all of them are released in this beta.
The premise for the player is to be able to select any and all Modules that he/she wants EACH AND EVERY GAME. So instead of looking at 10 different modpacks, you can choose them all or bits and pieces from each....or none at all. This puts the choice in the hands of the player. We believe the MAJOR ADVANTAGE of the WoC is to provide a system where the player can decide what he/she wants...not just what a mod maker decides to include in a mod.
We will have an "Front End Program" with v2.00 that runs before BtS and allows a player to choose Modules without actually interacting with folders/files, but using a graphical interface that also has the ability to save a configuration (needed for MP games).
The premise for the modder is to be able to use ONE FORMAT to allow for less work to be done....work shared amongst all other modders so we aren't re-inventing the wheel in each modpack. The "nuts and bolts" of it are that as a modder you supply only CHANGED/NON-DEFAULT tags in your XML, which makes it infinitely easier to fix/change/add things since it is only things you have changed from the Firaxis XML are in your Module.
The entire WoC package is needed to build your own mod upon...except the Modules. We would like to keep the same folder names in the Modules area just to allow easy install, but folder names are not required. One feature, Relative Art Paths, does make it easy to port over existing mods because the Arts folder setup used by Firaxis is maintained within each Module (this is easy to see once you have the files, or browse the SVN via a web browser).
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Please use the "Module" threads to discuss specifics bugs/requests/misc things related to each group.
Please use the "WoC" threads to discuss the Modding Standard bugs/requests/misc things that are structure/python/sdk related.
Specific links are in the next post....
TAfirehawk Nov 17, 2007, 02:37 PM Important Links
Latest Version Download: http://forums.civfanatics.com/showthread.php?t=251153
List of Modules: http://forums.civfanatics.com/showthread.php?t=251149
V.80 Bug Thread: http://forums.civfanatics.com/showthread.php?t=251349
WoC Modding Standard Details: http://forums.civfanatics.com/showthread.php?t=251145
"How to Mod" Guide: http://forums.civfanatics.com/showthread.php?t=251146
WoC Player Manual: http://forums.civfanatics.com/showthread.php?t=251351
TAfirehawk Dec 07, 2007, 07:50 PM We have a web page:
www.worldofcivilization.com
www.worldofcivilization.net
SourceForge: http://sourceforge.net/projects/worldofciv
Bug Tracker: http://woc.dreamhosters.com/bugtracker/bugtracker.htm
SVN browse by your explorer: http://worldofciv.svn.sourceforge.net/viewvc/worldofciv/
SVN address for developers: https://worldofciv.svn.sourceforge.net/svnroot/worldofciv
Jabber chat: http://kingshomeworld.com:8080/red5/login.html - World of Civilization room
Jabber client, Spark: http://www.igniterealtime.org/downloads/index.jsp
Mailing list for developers only: woc@worldofcivilization.net
Any mail send to this address will be forwarded to all developers
If you want to get removed or added, send a mail to mrgenie at gmx.de
TAfirehawk Dec 09, 2007, 10:33 AM I have added some more details on the WoC Project above....I have lots more documentation to come as we are almost ready for v1.00 to be released.
mamba Dec 10, 2007, 01:22 AM I noted that you do not have an example for CIV4UnitArtStyleTypeInfos.xml while you do have a changed CIV4CivilizationsSchema.xml (which is also used by CIV4UnitArtStyleTypeInfos.xml).
Is CIV4UnitArtStyleTypeInfos.xml also pluggable now (i.e. allowing partial definitions of changes which are to be added to the 'main' definition instead of overwriting it) ?
To me this is one of the most important xml files, not having this in your new pluggable format would be a major letdown.
rockinroger Dec 10, 2007, 04:53 AM We do have that modular to Woc, a couple of examples are the Pirate civ, Hungary, Netherlands and EDU. They are being tested now.
TAfirehawk Dec 10, 2007, 05:02 PM I noted that you do not have an example for CIV4UnitArtStyleTypeInfos.xml while you do have a changed CIV4CivilizationsSchema.xml (which is also used by CIV4UnitArtStyleTypeInfos.xml).
Is CIV4UnitArtStyleTypeInfos.xml also pluggable now (i.e. allowing partial definitions of changes which are to be added to the 'main' definition instead of overwriting it) ?
To me this is one of the most important xml files, not having this in your new pluggable format would be a major letdown.
As roger said...we have it...
IF we don't have something, let us know after v1.00 release, and we will do it as long as it isn't tied up in the EXE.
The goal here is to make this new Standard fully workable by every single Civ 4 BtS modder.
jdog5000 Dec 12, 2007, 03:58 PM This is a wonderful project, I salute all those involved in getting it organized and approaching v1.00! I definitely will both convert my mod to this approach and contribute SDK pieces in the future. Cheers!
TAfirehawk Dec 12, 2007, 05:18 PM This is a wonderful project, I salute all those involved in getting it organized and approaching v1.00! I definitely will both convert my mod to this approach and contribute SDK pieces in the future. Cheers!
Great to hear your support....and we have your AutoAI in already :D
The Navy Seal Feb 22, 2008, 07:07 PM I can't seem to find the old site where I could post I known it was something like worldofcivilizationproboards. but I can't find it.
TAfirehawk Feb 22, 2008, 07:52 PM I can't seem to find the old site where I could post I known it was something like worldofcivilizationproboards. but I can't find it.
That is closed....it is enough work to keep up with one forum :)
The Navy Seal Feb 22, 2008, 07:56 PM Oh ok I'll just use this one then. Thanks.
kevinman4404 Feb 26, 2008, 10:21 PM Interesting, and brilliant. I am a bit confused as to how this all will work. I'm assuming modular and non-modular stuff will eventually be in conflict (and I expect to keep working on non-modular stuff for quite a while still). Let's say you want to combine part of something modular into a non modular mod. Could you merge the mods (to gain modular capability), without problems, then put the wanted modular components into it, using it almost like a VCR? EDIT: Stupid question, I realize now that the modules just link to the actual stuff allowing you to turn parts of a mod off. Which I knew it did... who knows what I was thinking... EDIT: on third thought, ARE there any sort of compatibility or merging issues? (just in case)
Also, are there any modules for resources? I noticed new resource icons on J.S.'s gamefont.
The Navy Seal Feb 29, 2008, 06:27 PM I have a question about how the modules work. If I made a new civics set for WOC other peoples leader modules would not be compatible because they don't have the right favorite civic, same with the techs?
mamba Mar 01, 2008, 01:02 AM Well, technically speaking they would be compatible in that they do not break, but they of course would not make use of your tech or civic. You would need to also provide / change leaders to use / favour your civic.
That is nothing WoC can fix, WoC resolves technical dependencies, not design dependencies.
TAfirehawk Mar 01, 2008, 05:16 AM I have a question about how the modules work. If I made a new civics set for WOC other peoples leader modules would not be compatible because they don't have the right favorite civic, same with the techs?
That is easily done with the new Dependency tags we have in V0.92
And for the "default" Civs in BtS, it is even easier as you just add the couple lines in the CivilizationInfos.xml to add a new civic category.
Well, technically speaking they would be compatible in that they do not break, but they of course would not make use of your tech or civic. You would need to also provide / change leaders to use / favour your civic.
That is nothing WoC can fix, WoC resolves technical dependencies, not design dependencies.
You are selling the WoC very short, we have this issue resolved and there is next to nothing that we haven't or will be solving in the WoC. We thought about this and resolved it 99% about 3 months ago.....
The Navy Seal Mar 01, 2008, 06:27 AM So I should D/L v0.92 and make my changes to it then upload it or is it fine just uploading it as a normal MOD?
TAfirehawk Mar 01, 2008, 07:21 AM So I should D/L v0.92 and make my changes to it then upload it or is it fine just uploading it as a normal MOD?
I am not sure what you mean, but we can discuss it via IM or here: http://forums.civfanatics.com/showthread.php?t=251165
The Navy Seal Mar 01, 2008, 07:50 AM Ok, I just put my question in the other thread! :thumbsup:
TAfirehawk Mar 23, 2008, 10:54 AM Jabber chat: http://kingshomeworld.com:8080/red5/login.html - World of Civilization room
Jabber client, Spark: http://www.igniterealtime.org/downloads/index.jsp
TAfirehawk Jun 29, 2008, 08:26 AM V1.00 is in final testing and available for early download now that Firaxis released the patch 3.17
We have moved back to the public SVN on SourceForge.net with our latest work now that we are no longer under NDA.
I think it is ready, SVN 1649, in folder V1.00 but I want to make sure we test this A LOT. Once we are happy with our testing efforts, then I will post the WoC Core along with the first set of WoC Modules for download.
jebst Jul 08, 2008, 12:29 AM Congratulations on all the work you have done. Realy terrefic. Please note the following when using WoC from svn 1716: this is probably a mod problem
WoC1716
Assert Failed
File: .\CvGlobals.cpp
Line: 4861
Expression: strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type UNITCOMBAT_JET_FIGHTER not found, Current XML file is: modules\Promotions\Improved Radar\ImprovedRadar_CIV4PromotionInfos.xml
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Tag:UNICOMBAT_JET_FIGHTER in Infoclass was incorrect
Current XML file is: Modules/Promotions/ImprovedRadar/ImprovedRadar_CIV4PromotionInfos.xml
Same for Tags _Bomber _GroundATTACK _Fighter _Jet_Fighter
Play starts OK but at first turn CTD
Using v3.17
Also make it possible to run from any configuration, maybe as a choice, re some uses Program other Program Files, some dokuments/my games.
regards and again thanks for all the work you have done
jebst
Ionopachys Jul 08, 2008, 10:19 AM The unit modules are missing. The folders are there with their loading xml's, but the units' folders and files are nowhere to be seen. Either they just forgot to upload that installer or they aren't done with it yet.
rockinroger Jul 08, 2008, 03:10 PM Actually the Combat catergories are not done in a installer yet. so thats is the error you are getting. Add that from ver1.00 on the SVN and you will be good to go.
TAfirehawk Jul 08, 2008, 06:04 PM Mixing and matching on the SVN right now will lead to alot of errors. So if you don't mind all the manual moving work and errors, go for it....otherwise stick with the installers.
FYI there is an Excel file in with the installers that lists the Modules they contain.
Ionopachys Jul 08, 2008, 11:38 PM So as of this post, V1.00 isn't available?
jebst Jul 09, 2008, 01:43 AM Thanks. Copied the Combat Cat. and the play so far works beutifully. Keep up the good work. Maybe I am a little impatient but I love to play with as much Technology and resourses as possible.
rockinroger Jul 09, 2008, 03:03 PM Join the club,lol
jebst Jul 09, 2008, 11:34 PM TAfirehawk No offence. It is not that i like to mix and match as much as I know when you have to test a play, it is important to do all the stupid thing anybody can think of to se how the play handles it. So far your install files are OK on my system. There is one problem with religions. When I use christianity as a religion and work my way up the tech tree I come to Theology. When reserached there pops up "you have invented a new religion and there is a choise of two or three religions. As soon as I chose one CTD. The one to chose from are allready invented. Keep up the good work regards jebst
mamba Aug 06, 2008, 09:07 AM Hm, shouldn't the sticky now point to 1.00 and its modules (and maybe some other stuff, i.e. a summary of the first 3 posts from http://forums.civfanatics.com/showthread.php?t=285856) ?
rockinroger Aug 10, 2008, 06:10 PM All available second modules released, and 3rd Units. Please post bugs, here http://woc.dreamhosters.com/bugtracker/mantis_110a3/my_view_page.php. include a save game and a module list.
komodo Aug 26, 2008, 07:09 PM so... when can someone actually download this?
rockinroger Aug 26, 2008, 10:58 PM As of August 3rd. Go here for the Core installer. http://forums.civfanatics.com/downloads.php?do=file&id=10230. Thats the first thing you need. Then go here, http://forums.civfanatics.com/showthread.php?t=285008 to post 3 for the modules. Choose what you want or choose them all. The ones that are released will have a link to go to download. Point is that the WoC lets you the player choose what you want in the game.
rockinroger Oct 12, 2008, 07:18 PM So is the woc beta 1.1 ok, and should i keep releasing modules, release modules with only 1 module in it, or release them with 3-4 in it? keep in mind that any module released can be disabled in the mlf by setting<bLoad>0</bLoad>. Just looking for some thoughts, we have a ton more modules.
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