View Full Version : Rise of Mankind 2 + World of Civilization = ???


zappara
Oct 23, 2008, 07:32 AM
Long time ago, last february or so, I was first asked if I could convert my mod to World of Civilization (WoC) standard format. On that spring I had few attempts with it but eventually I put that side project on hold as WoC wasn't yet on v1.0 and I knew there was BtS patch coming up.

Now that WoC is released and I have v1.1 core sitting on my hard drive and I have converted all RoM XML files to WoC format but haven't yet started making modules out of them (the biggest task in conversion) I'll ask you: Should I convert RoM to WoC's modular format? It's huge task and will probably delay my other project even more and I would have less time for making changes to RoM.

At the moment WoC has DCM mod component and I think Revolution will be converted to it soon too. I'm not sure now about BUG or some other mod components but most will probably be available already. So the gameplay wouldn't change that much... positive side of this would be that more modules for RoM would be easier to make (and WoC modders would probably love to get hands on all those new techs that come from RoM ;)).

cr0ws
Oct 23, 2008, 12:34 PM
If you ask me, I think that idea should be put off till ROM becomes a lot more stable and less buggy. The more solid this mod in the final versions becomes the less problems will arise when converting.

Afforess
Oct 23, 2008, 04:56 PM
After 2.5 yes. I am all for it! But I think the civics are unbalanced and need reworking.

Big Heb
Oct 23, 2008, 07:06 PM
After 2.5 yes. I am all for it! But I think the civics are unbalanced and need reworking.
You'll want to stop by and check out the Civic Update thread. We have a complete civic overhaul idea that is about halfway to finalization.

BlackBird28
Oct 23, 2008, 09:19 PM
Yes, please. I'd love to add some of the WoC modules to RoM. It could also save time in the future adding new stuff to RoM

LeEmmerdeur
Oct 24, 2008, 02:01 AM
Totally selfish of me here but i'd prefer to get the bugs all out of RoM first before moving into conversion, however once its converted i think having that many modders familiar with your stuff (and they will be, I think) might help fix things more quickly and also with less effort on ur part Zapp.
Anyway put my vote in the yes column, I don't trust these damn electronic ballots:lol:

Ogaburan
Oct 24, 2008, 02:22 AM
I also say delay the conversion. First make this mod more stable please. This is a great creation and it can be a perfect one if someone just finds a way to fix those CTD's.

Love!

DionyKH
Oct 24, 2008, 02:53 AM
I've never had a single crash with this, except while playing on a map larger than standard(only once then!)... and my computer is a hunk of complete junk. o_o

Any move to make RoM modular can only expand it's future horizons and growth capability. A modular system leads to expanding the amount of people who can work on and expand the mod, and that means more people can work on fixes/improvements. I'm all for the change, Zap, sounds like a great opportunity.

zappara
Oct 24, 2008, 04:51 AM
I also say delay the conversion. First make this mod more stable please. This is a great creation and it can be a perfect one if someone just finds a way to fix those CTD's.

Love!Well, the thing is that WoC core is a stable mod and they got expert programmers who are merging mod components to WoC (they do lot better job in that than I do :lol:). Most of current RoM's python coding would have to be discarded anyway when converting to WoC so probably some bugs would disappear in that process too... :rolleyes:

One particular mod component that interests me a lot is Conqueror's Delight as it adds huge amount of new XML tags to just about everything and that would allow me to make all kinds of new things to RoM...

Anyway, I won't start conversion until we have RoM v2.5 up and running - v2.5 is still probably months away as there isn't now any rush to add those civic changes (and discussion about them is continuing).

Woorloog
Oct 24, 2008, 05:44 AM
Didn't Civ4 "Gold" (the civ pack) use WoC modular system? It's too slow to startup. i won't play a mod that takes few minutes to start...

zappara
Oct 24, 2008, 06:05 AM
Not sure if it was WoC modular system but anyway those civs are modules and because there's hundreds of new xml files, the loading time increases quite a lot. I've noticed this same thing when updating my extra civ addon pack - to speed up loading time I combined all art files into FPK files and was planning to use same method if I convert RoM to WoC ie. keep RoM's art files in FPK files.

crossclayton
Oct 24, 2008, 06:29 AM
I think it would be great step for RoM. being able to add in other modules with the rom modules would be great. RoM is greatly needed for WoC to create the ultimate civ game that players want and need. I think it would be excellent to mix it up and play with all the features each individual would want from this.

Jabarto
Oct 24, 2008, 08:31 AM
Well, the thing is that WoC core is a stable mod and they got expert programmers who are merging mod components to WoC (they do lot better job in that than I do :lol:). Most of current RoM's python coding would have to be discarded anyway when converting to WoC so probably some bugs would disappear in that process too... :rolleyes:

One particular mod component that interests me a lot is Conqueror's Delight as it adds huge amount of new XML tags to just about everything and that would allow me to make all kinds of new things to RoM...

Anyway, I won't start conversion until we have RoM v2.5 up and running - v2.5 is still probably months away as there isn't now any rush to add those civic changes (and discussion about them is continuing).

In light of that, I think it's a good idea.

Axil
Oct 24, 2008, 02:01 PM
Considering the core WoC team did a pretty good job on the Visa mod. I would say they definitely know their stuff . I'd also like to see the conversion as well though again after 2.5

Froptus
Oct 24, 2008, 04:14 PM
The opportunities for increased customization that WoC offers sounds good. The likelihood of increased stability sounds great. I vote yes.

Afforess
Oct 24, 2008, 08:53 PM
Maybe I'm just ignorant, As I haven't taken a close look at Woc. How will the modular xml work? I know HOW it works, but ROM adds several new resources among other things. The Civs ROM use different unitclasses than the standard civ. How will this be converted? I like the idea if it is do-able. Conqueror's delight looks awesome.

zappara
Oct 25, 2008, 04:18 AM
Maybe I'm just ignorant, As I haven't taken a close look at Woc. How will the modular xml work? I know HOW it works, but ROM adds several new resources among other things. The Civs ROM use different unitclasses than the standard civ. How will this be converted? I like the idea if it is do-able. Conqueror's delight looks awesome.
RoM still has all the default unitclasses included, just all of them are modified, so those would have to be turned into modules as well - basically everything from regular BtS would be turned into modules since RoM changes just about everything. It's just lot of work to make..hmm.. couple thousand modules?!? :crazyeye:

strategyonly
Oct 25, 2008, 07:01 AM
Yeah not worth it, to me that is.

Afforess
Oct 25, 2008, 08:59 AM
RoM still has all the default unitclasses included, just all of them are modified, so those would have to be turned into modules as well - basically everything from regular BtS would be turned into modules since RoM changes just about everything. It's just lot of work to make..hmm.. couple thousand modules?!? :crazyeye:

I vote we wait for 2.5x then, because that way, ROM is perfect (until after 2.5 someone comes up with some new great idea...) Plus, thousands of Modules? Maybe this could be more of a team effort, because there is no way one person can do over one thousand modules...

Civ Fuehrer
Oct 25, 2008, 03:11 PM
thousands of Modules? Maybe this could be more of a team effort, because there is no way one person can do over one thousand modules...

dude, :lol: :sarcasm:
yes, i know there's a sh*t load of modules to convert, but it's not thousands, looking at the number of items copied over when extracting to the mods folder, it says 1,330 (around there) which includes all the little documents that don't make any difference to the mod

Empiremaker
Oct 30, 2008, 08:32 PM
I'd like the mod to be "finalized" before work is put into a non-gameplay project.