[Question] Civilizeditor Features

TheLopez

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Now that I have finally released the Tech Tree Editor I have started working on the Civilizeditor I wanted to ask the community at large what features they would like to see in it.

So what do you want to see in it? Anything and everything is fair game.

I will update the main post in this thread with ideas that are reasonable, implementable and feasible.

Currently In Progress: Warlords version

Features to be included:
  • Building Editor (including building class and special building editor)
  • Civics Editor
  • Religion Editor
  • Civilization Editor
  • Leaderhead Editor
  • Terrain and Feature Editor
  • Improvements Editor

Features that won't be included in stock version:
  • New tags

Possible features that might be included:
  • WBS files header editor
  • Game Speed Editor
  • Handicap options Editor
  • City Plot Editor

Civilizeditor v0.1 Features:
  • Tech Tree Editor
  • Unit Editor
  • Unit Class Editor
  • Unit Formation Editor
  • Unit Combat Editor
  • Special Unit Editor
  • Invisible Editor (for allowing invisible units like submarines)
  • Unit Art Editor
 
Unit and Building editor (including maybe the ability to add new units/buildings) would be great

And a bit of a longshot (and maybe not right for an in game editor (ill throw it out there anyway)
A simple way to mix .dll (i.e the CVgamecoredll) - there are so many great mods that I want to use together...

Thanks Lopez
 
Coopa said:
Unit and Building editor (including maybe the ability to add new units/buildings) would be great

And a bit of a longshot (and maybe not right for an in game editor (ill throw it out there anyway)
A simple way to mix .dll (i.e the CVgamecoredll) - there are so many great mods that I want to use together...

Thanks Lopez
Ok, the unit and building editors are in but as for the in-game DLL mixer, that will not be possible. Thanks for the feedback Coopa
 
How about a WBS files header editor? So you can change the header information, teams and civs information.
 
ohcrapitsnico/Dale - thanks for your feedback.
 
I think you already got the ones I'd like to see most - Unit and Building.

A civilization or leaderhead editor might be nice too.

Actually, an editor that can more easily update FormationInfos and CityPlot files would be great. Doing the former manually is a pain in the ass.
 
Yes, a Leaders and civilizations editor would be great!

Also editing Game Speed and Handicap options might be useful.
 
Wyz_sub10 said:
I think you already got the ones I'd like to see most - Unit and Building.

A civilization or leaderhead editor might be nice too.

Actually, an editor that can more easily update FormationInfos and CityPlot files would be great. Doing the former manually is a pain in the ass.

Wyz_sub10 - I agree about the civilization or leaderhead editors, those would definately be nice additions. About the Formation and City Plot editors... I'll see what I can do about those but no promisses. I could definately see the formation one done before the City plots one... Now that I think about it, the formation editor could be an interesting one to do. How about this maybe have the creation of each formation be done from a top down view allowing you to place the different units and move them around until you get the formation looking how you want it?

snipperrabbit!! said:
Could we have a landscape and improvements editor ?
Whereas, i'm just a beginner to modding.
@TheLopez : I salute you, sir - your work is fantastic !

snipperrabbit!! - first of all, welcome to the CIV4 modding world. Second the landscape and improvements editors sound like a great idea. Thanks for your input.

NeverMind said:
Yes, a Leaders and civilizations editor would be great!

Also editing Game Speed and Handicap options might be useful.

NeverMind - Hmmm... I think I might have to religate both of your requests to possible status... but I'll see what I can do.


Thank you Wyz_sub10, snipperrabbit!! and NeverMind for your feedback.
 
If its going to be like your Tech Tree Editor are you going to make it lockable so that it can be played like a normal mod. Making this possible in the .dll would make it so it could be perminantly locked after being released.
 
ClassicThunder said:
If its going to be like your Tech Tree Editor are you going to make it lockable so that it can be played like a normal mod. Making this possible in the .dll would make it so it could be perminantly locked after being released.

Nope, especially since the tech tree editor and Civilizeditor are not meant for play as a regular mod... in fact now that you mention it I think I might disable the ability to save games when using the Civilizeditor and Tech Tree Editor to prevent using them as regular mods.
 
Yes, it is basically an in-game XML tag editor but with a bit of intelligence... Python would probably be a bit hard to do zulu9812.
 
Mmm...well, XML is pretty easy to do generally. I would say, however, that an editor that took care of the 'rules' for some XML files, such as the one that defines when and where a building shows up in the city graphics (I forget what its called) would be somewhat useful.
 
zulu9812 said:
Mmm...well, XML is pretty easy to do generally. I would say, however, that an editor that took care of the 'rules' for some XML files, such as the one that defines when and where a building shows up in the city graphics (I forget what its called) would be somewhat useful.

CityPlot - I mention that above.
 
zulu9812 said:
Mmm...well, XML is pretty easy to do generally. I would say, however, that an editor that took care of the 'rules' for some XML files, such as the one that defines when and where a building shows up in the city graphics (I forget what its called) would be somewhat useful.

True, XML is pretty easy to do. But one of the reasons why I started this whole effort with the tech tree editor was that to change the placement of techs in the tech tree you have to:
1) Edit the CIV4TechInfos.XML file
2) Start the game/restart the mod
3) See if you like the position
4) Repeat steps 1-3 if you didn't like the position.

With the tech tree editor you can see the placement of techs immediately.

Another thing that the Civilizeditor will bring is the ability for modders to see the connections between the different objects in the game and how they are related, this is something that sometimes gets lost when just editing the XML files.

Last, when performing an operation like editing a tech from the CIV4TechInfos.XML file it is hard to remember all of the places that need to be checked to make sure that the tech isn't a prereq. I made sure that when someone removes a tech from the game using the Tech Tree Editor all of the places where the tech could be a prereq tech are checked.
 
Good news, the first part (Unit Editor) of the first release is almost done!!! If anyone wants I'll post a screenshot of it.
 
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