phungus420
Deity
- Joined
- Mar 1, 2003
- Messages
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The new IGN review has a short little section modding, yet I find it very information dense, as far as modding and Civ5 goes and John Shafer's opinion of it. Here's the important bit in the IGN review:
First off, awesome, we are getting exposed Source code, and XML is going to be the container language used.
firaxis, no sense in trying to fix what ain't broken, and this system works great with Civ4. I do wonder if there will be an easy access/introductory scripting language to hook into for certain things, like how Civ4 uses python.
Unfortunately no word on whether or not the devs have put more effort into making a more User friendly scenario editor. Doing so would be well worth it, as many great scenario makers aren't the type to dig into text editing WBS files or the Civ5 equivalent, plus the way to do this in civ4 is just tedious, and the World Builder editing tool isn't well designed, and doesn't function correctly for soem things. You can see from my No modding tools replies I'm no fan of fancy modding tools, as I think they just get in the way in general. But for scenario making it really is worth the time.
-Firaxis has confirmed they have put effort into improving an external and powerful + easy to use "World Builder"
As for the second part. Awesome, simply awesome about a user friendly gameshell to access mods, and user rated modding system. This is truly a great step forward, and I think unprecedented in the industry. One of my personal problems with my mod is that I don't think many people realize it's there, or aren't willing to check it out as they have bad experiences with mod's crashing and such. It would be awesome to have a reliable and user freindly way for players to see that my mod has a 5/5 stability and a 5/5 coherency rating, or what have you. I'm looking forward to seeing this in action.
Though I do have some concerns about it. For instance with my mod I've taken quite a lot of time to write an install script that is very powerful and pretty much wol't let the user muck things up. When I see comments in my mod now I can be 99.9% certain the issue is not one with installation. How can we be so sure about this new system?
Finally about Firaxis maintaing control over content. I don't think that's a good idea in general. There are all sorts of issues that can creep up about Hitler Leaderheads, Halo Models, etc. Right now with how things are Firaxis can just let the modding community do what it wants, and in general the modders are protected from legal action as it's simply a hobby and damages would be hard to claim to have been caused by a mod by any hostile party. This dynamic changes considerably if Firaxis starts flexing control over mod concepts.
Anyway just wanted to bring up this paragraph and see if there is any discussion over it, or if it peaked anyone's interest as much as mine.
It's not surprising given Jon's background that the new version of Civilization will be even more moddable than Civ IV. All the tools have been taken to a whole new level, so the more you know about XML and programmable DLL, the more you'll be able to achieve with the game. More importantly, the game itself will contain a browser for full community interaction, so you can search for, discuss, install and rate mods all from within the game shell. Firaxis will maintain a small bit of control over this and will rely on player flags to evaluate objectionable content.
First off, awesome, we are getting exposed Source code, and XML is going to be the container language used.

-Firaxis has confirmed they have put effort into improving an external and powerful + easy to use "World Builder"

As for the second part. Awesome, simply awesome about a user friendly gameshell to access mods, and user rated modding system. This is truly a great step forward, and I think unprecedented in the industry. One of my personal problems with my mod is that I don't think many people realize it's there, or aren't willing to check it out as they have bad experiences with mod's crashing and such. It would be awesome to have a reliable and user freindly way for players to see that my mod has a 5/5 stability and a 5/5 coherency rating, or what have you. I'm looking forward to seeing this in action.
Though I do have some concerns about it. For instance with my mod I've taken quite a lot of time to write an install script that is very powerful and pretty much wol't let the user muck things up. When I see comments in my mod now I can be 99.9% certain the issue is not one with installation. How can we be so sure about this new system?
Finally about Firaxis maintaing control over content. I don't think that's a good idea in general. There are all sorts of issues that can creep up about Hitler Leaderheads, Halo Models, etc. Right now with how things are Firaxis can just let the modding community do what it wants, and in general the modders are protected from legal action as it's simply a hobby and damages would be hard to claim to have been caused by a mod by any hostile party. This dynamic changes considerably if Firaxis starts flexing control over mod concepts.
Anyway just wanted to bring up this paragraph and see if there is any discussion over it, or if it peaked anyone's interest as much as mine.