OverloadUT
Stats Monkey
Greetings wonderful modding community!
I have been working on a project for Civ4 for quite a while. You can check it out at CivStats.com.
It's a webpage that allows players in Pitboss games to access their game stats at any time, right from their web browser. You can check out an example game here. Players can see who has and hasn't finished their turn, when new turns begin, when people log in, and get a nifty score graph to boot. It also has a whole diplomacy messager built in to aid communication in Pitboss games for those that don't want to use email.
This weekend I officially completed phase 1 (or version 1) of the project, and I would like to begin on the next major phase.
What I would like to do next is offer ALL of the stats that are available in game, on the website. Meaning you'll be able to access the domestic advisor, the military advisor, the foreign advisor, etc. The game log will also have the same information that you can see in the in-game game log, like war declaration and wonders being built.
To accomplish this, I planned on developing a mod for Civ4 that outputs all of this information to a log file - every time something changes, another line will output to the log file. My uploader application will read this log file and upload the information to the webpage, and the php script will handle the parsing and database stuff.
However, there is one issue: I am already actively developing in two languages (1 for the uploader, and 1 for the web scripts) and I cringe at the thought of having to learn an entire new one (Python) that has its own set of things to learn. So I am looking for someone that would like to either A) develop the mod for me or B) develop the framework of the mod, and let me worry about the details. I would be perfectly happy with option B - I wouldn't mind coding in Python, I just really don't want to try to figure out how to create a Civ4 mod from scratch. At least, not at this time
I also have some questions for your mod gurus about what is and isn't possible when modding for Civ4:
I have been working on a project for Civ4 for quite a while. You can check it out at CivStats.com.
It's a webpage that allows players in Pitboss games to access their game stats at any time, right from their web browser. You can check out an example game here. Players can see who has and hasn't finished their turn, when new turns begin, when people log in, and get a nifty score graph to boot. It also has a whole diplomacy messager built in to aid communication in Pitboss games for those that don't want to use email.
This weekend I officially completed phase 1 (or version 1) of the project, and I would like to begin on the next major phase.
What I would like to do next is offer ALL of the stats that are available in game, on the website. Meaning you'll be able to access the domestic advisor, the military advisor, the foreign advisor, etc. The game log will also have the same information that you can see in the in-game game log, like war declaration and wonders being built.
To accomplish this, I planned on developing a mod for Civ4 that outputs all of this information to a log file - every time something changes, another line will output to the log file. My uploader application will read this log file and upload the information to the webpage, and the php script will handle the parsing and database stuff.
However, there is one issue: I am already actively developing in two languages (1 for the uploader, and 1 for the web scripts) and I cringe at the thought of having to learn an entire new one (Python) that has its own set of things to learn. So I am looking for someone that would like to either A) develop the mod for me or B) develop the framework of the mod, and let me worry about the details. I would be perfectly happy with option B - I wouldn't mind coding in Python, I just really don't want to try to figure out how to create a Civ4 mod from scratch. At least, not at this time
I also have some questions for your mod gurus about what is and isn't possible when modding for Civ4:
- Is it possible to develop a "server-side-only" mod. That is to say, a mod that runs on the server, but the clients do not need to have the mod in order to connect to the server. Would this simply mean people would get the "Modified Assets" warning when joining? I'm okay with that if there's no other way.
- Is it possible for the mod to ONLY output the log files on the server's machine? Obviously we would not want all of the stats for every nation to output to a file on each of the client machines!