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#1 |
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Registered User
Join Date: Jun 2005
Location: Depths of the time war
Posts: 336
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Questioning Modding
Just a quick question. If any of you have bothered to look at this stuff and the files of the game, will you still need heaps of third-party software and in-depth knowledge in computer languages to mod things (units, scenarios etc.) like civ III. I remember downloading a tutorial for making units and discovering how seriously you would have to take it, and you would have to download or buy around 7 different pacakges before you could get anywhere.
Will civ4 still be like this? Can I create new units or found new techs (to a certain standard) without having to use more than 9 programs? |
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#2 |
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Watching.
![]() Join Date: Oct 2001
Posts: 27,590
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Moderator Action: I've moved this to Creation & Customisation - you'll get much better answers there.
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#3 | |
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Registered User
Join Date: Jun 2005
Location: Depths of the time war
Posts: 336
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#4 |
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Emperor
Join Date: Aug 2003
Posts: 1,239
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Id like to see this answered so I am gonna bump it.
__________________
Aspire to inspire before you expire. |
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#5 | |
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Registered User
Join Date: Jun 2005
Location: Depths of the time war
Posts: 336
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#6 |
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Chieftain
Join Date: Oct 2005
Posts: 33
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"bump" means posting in a thread to move or "bump" it up to the top of the list of thread in a forum.
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#7 |
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Unindicted Co-Conspirator
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,494
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Isn't a scenario editor supposed to be released in January? I think I'll just pony up the money for that....
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JKP1187's Not Just Another NextWar Mod. (update pending) NextWar: Revolutions (update pending) JKP1187's Events Map Scripts: Earth3.py; Terra2.py I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return! |
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#8 | |
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Maker of Worlds
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Like with Civ3, the only thing that requires programs is making new graphics. All the gameplay stuff can be done in Notepad- XML, Python, even the World Builder if you want to!
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Civilization + Minecraft = CIVCRAFT 2.0 ![]() Don't have Conquests? Let me help you out. MOD | FOLD | BLOG | TWEET |
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#9 | |
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Registered User
Join Date: Jun 2005
Location: Depths of the time war
Posts: 336
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#10 |
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Irresistibly Attractive
Join Date: Aug 2001
Location: Not on your side
Posts: 27,780
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You shouldn't need more than one gfx app. Not being in the habit of buying gfx apps, I have no idea what it will cost.
__________________
Why can't you be a non-conformist just like everybody else? CivIII stuff: Hexette (16x16 World Map), The Classic Maya Scenario, Resource gfx, Other gfx, ACW C3C |
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#11 | |
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Warlord
Join Date: Oct 2001
Location: Nusquam
Posts: 125
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1 and none
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As for what you need...you need to go to Borders or B&N and learn about OOP and C++. Then you will need a development environment (a good free one that I used for my classes is devC++: http://www.bloodshed.net/devcpp.html). I don't recall if that comes with the GCC compiler or not (I think it did), if not go to www.gcc.gnu.org and download GCC (devc++ will require it). |
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#12 |
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Maker of Worlds
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Dev-C++ includes a compiler.
__________________
Civilization + Minecraft = CIVCRAFT 2.0 ![]() Don't have Conquests? Let me help you out. MOD | FOLD | BLOG | TWEET |
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#13 |
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King
Join Date: Oct 2005
Location: Nova Scotia, Canada
Posts: 771
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fortunately, ive got a discount copy of visual studio .net through school, and have knowledge of c++
Im still not sure about modding, and how much needs to be done in code, however. Well, i'm in this forum doing some research at the moment...my first goal is a canadian civ. I know, they used to be british, blah blah. but so did the americans.
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#14 | |
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Warlord
Join Date: Oct 2001
Location: Nusquam
Posts: 125
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BTW, if you can get a hold of vs.net 2005 (it's in RC1, right now), it has incredible advances in XML editing over 2003 or 2003 visual studio versions |
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#15 |
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Missionary of Sorenism
Join Date: Jan 2002
Location: Houston TX
Posts: 112
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IMHO, the best thing you can get is to download the full python package at www.python.org. The editor is context sensitive (color coded and tabbed and such), but otherwise, it's just a glorified notepad, but makes a huge difference.
I concur that the creation of new 3D units and animations will be the most painful. There are open source 3D modelers (www.blender.org which also supports *cough* python scripting). What we'll need eventually is export and import plugins for whatever package you are using to get the format used by the game engine. |
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#16 | |
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Prince
Join Date: Sep 2005
Posts: 303
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#17 | |
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Warlord
Join Date: Oct 2001
Location: Nusquam
Posts: 125
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#18 | |
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Prince
Join Date: Sep 2005
Posts: 303
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#19 |
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Conifer Games President
Join Date: Jul 2002
Location: Michigan
Posts: 2,049
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As has been mentioned, the only real 3rd party software you need to mod things currently is if you want to change graphics. That being the case, there are a number of programs that can make modding easier - installing Python gives you access to the IDLE editor which is what I used when working on Civ 4. There are a number of editors to help with XML such as XML Spy and XML Shell. There are many others for both Python and XML as well.
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