View Full Version : Where to start


remake20
Nov 26, 2008, 08:33 AM
This is not only for me, but for me and all the other beginner MODers. Where do you start? Units, techs, civs what?

Virote_Considon
Nov 26, 2008, 08:41 AM
Normally civs first, then techs, then resources, then units, for me, although I'm not strict on this order.

BadKharma
Nov 26, 2008, 09:05 AM
It would make sense to start with Civilizations first. Especially if you have different UU's or specialty units for each.

Blue Monkey
Nov 26, 2008, 10:28 AM
Need a biq? Make a map! - Different people start in different places.

Have a look at How To Design A Scenario (http://forums.civfanatics.com/showthread.php?t=149597) by Plotinus.

WildWeazel
Nov 26, 2008, 12:56 PM
Are you asking about design or implementation? When designing a mod you first have to decide what it is you want to make, and how it will be played. Study other mods/scenarios and ask around for ideas. Check out post #3 in Plotinus' thread, get everything written/typed out, and try to fill in the holes. When it comes down to putting it together in the editor, the order Virote mentioned makes the most sense. (plus buildings near the end, and other miscellaneous rules)

Blue Monkey
Nov 26, 2008, 02:38 PM
Normally civs first, then techs, then resources, then units, for me, although I'm not strict on this order.It would make sense to start with Civilizations first. Especially if you have different UU's or specialty units for each.When it comes down to putting it together in the editor, the order Virote mentioned makes the most sense. (plus buildings near the end, and other miscellaneous rules)On behalf of all us budding modders: do all of you build a biq first, then make a map & import the rules?

Virote_Considon
Nov 26, 2008, 03:29 PM
I usually start out with the map I'm going to use, although I'll import the rules to another map if I decide to change the map at some point during creation.

BadKharma
Nov 26, 2008, 04:55 PM
It varies if it uses a specific map I might just make all the rule changes on that map but generally I will use a blank biq make my changes then import it to specific maps as needed.

ronning
Nov 27, 2008, 10:39 AM
I usually start out with the map I'm going to use, although I'll import the rules to another map if I decide to change the map at some point during creation.


Me too. I usually start by making the map, adding resources, creating the cities I want to use, I create the "World" the mod is taking place in, then I start the tech tree, and add the buildings and units as I go along.

Ive found it helps if you have a clear Idea of where you want to go, but not too detailed on how you want to get there. Ive found great ideas come when you reach a crossroads in your mod, and you have to be creative to make it work right. Have resources available to read, and learn from. If you create a tech, but cant think of a wonder, pick up a book, or go online and read about the period and people, then when you find a book that was written, or a person who lived, or an event that sounds interesting and fresh, open your blank grass background and create your masterpiece.

Also, remember its supposed to be fun. Resist the temptation to labor over it until it feels like work, rather than fun. :)

AND... save, backup, save, save, backup, save, save in more than one place, backup often, screenshot, draw a picture of it on a napkin, save save save!!!! -Get the point?

I'll help get you started...
Here is a hut building. First order of buisness is a place for your civs people to live right? You can make a barracks out of it, or throw grain in it for storage, or maybe when you build this it might create a settler every so often. If you keep your buildings simple, they can be used for many things, saving work later on.


Good luck