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Old Aug 09, 2010, 01:04 PM   #1
TheLopez
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Been out of the loop for a while

I am trying to get back into the Civ4 modding thing and have a stupid question. I know that there is a v1.61 SDK for Vanilla but did they release SDKs for Warlords and BtS? If they did can someone give me the link for them?

Thanks
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Old Aug 09, 2010, 01:24 PM   #2
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The SDK is included in the game. Go to your install location and find the folder CvGameCoreDLL. All the source files are there.
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Old Aug 09, 2010, 01:34 PM   #3
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Originally Posted by mechaerik View Post
The SDK is included in the game. Go to your install location and find the folder CvGameCoreDLL. All the source files are there.
Sweet, thanks
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Old Aug 09, 2010, 02:17 PM   #4
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Alright, so I grabbed the source code out of the Vanilla SDK and are now getting these errors:

Error 1 error C2665: 'boost:ython::detail::make_getter' : none of the 3 overloads could convert all the argument types c:\Documents and Settings\dsmarti1\Desktop\Civ Mods\Civ4_174_SDK\Boost-1.32.0\include\boost\python\data_members.hpp 277 CvGameCoreDLL
Error 2 error C2665: 'boost:ython::detail::make_setter' : none of the 2 overloads could convert all the argument types c:\Documents and Settings\dsmarti1\Desktop\Civ Mods\Civ4_174_SDK\Boost-1.32.0\include\boost\python\data_members.hpp 310 CvGameCoreDLL


I haven't changed anything, I am just trying to compile the source code. Any ideas?
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Old Aug 09, 2010, 02:39 PM   #5
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Originally Posted by TheLopez View Post
Alright, so I grabbed the source code out of the Vanilla SDK and are now getting these errors:

Error 1 error C2665: 'boost:ython::detail::make_getter' : none of the 3 overloads could convert all the argument types c:\Documents and Settings\dsmarti1\Desktop\Civ Mods\Civ4_174_SDK\Boost-1.32.0\include\boost\python\data_members.hpp 277 CvGameCoreDLL
Error 2 error C2665: 'boost:ython::detail::make_setter' : none of the 2 overloads could convert all the argument types c:\Documents and Settings\dsmarti1\Desktop\Civ Mods\Civ4_174_SDK\Boost-1.32.0\include\boost\python\data_members.hpp 310 CvGameCoreDLL


I haven't changed anything, I am just trying to compile the source code. Any ideas?
Nevermind, found the answer here: http://forums.civfanatics.com/showpo...1&postcount=73
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Old Aug 10, 2010, 12:05 AM   #6
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Welcome back! You've arrived just in time for Civ V. Ready to learn Lua?
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Old Aug 10, 2010, 05:18 AM   #7
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Originally Posted by EmperorFool View Post
Welcome back! You've arrived just in time for Civ V. Ready to learn Lua?
Civ5? Lua? I thought I was here for the chips and dip
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Old Aug 10, 2010, 08:07 PM   #8
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Yup, Civ V is being released September 21st and will use the Lua scripting language in place of C++ and Python for its moddable code. The engine is still C++ delivered as an opaque EXE, but Firaxis has written their own UI engine themselves instead of using Gamebryo again.
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Old Aug 11, 2010, 09:41 AM   #9
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No more C++ modding?.. Oh well I never had any intentions of switching to Civ5 anyway.
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Old Aug 11, 2010, 09:54 AM   #10
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No more C++ modding?.. Oh well I never had any intentions of switching to Civ5 anyway.
Who knows, I remember when it was just Python modding in Civ4 they didn't have the intention of releasing a C++ SDK but did... I think it will be the same in Civ5
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Old Aug 11, 2010, 02:07 PM   #11
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Quote:
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Oh well I never had any intentions of switching to Civ5 anyway.
Really? Probably 90% of why I got into Civ4 modding was as an excuse to learn Python and do something new. I imagine it will be the same for Civ5 and Lua. I will, of course, continue developing BUG because that's my baby, but I hope to get into some Civ5 modding as well.

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Who knows, I remember when it was just Python modding in Civ4 they didn't have the intention of releasing a C++ SDK but did... I think it will be the same in Civ5
While that's certainly possible, the impression I get from their public statements is that they wrote all of the game rules--the stuff currently in the SDK--in Lua. The only parts in C++ are the graphics and UI engines that they will not release since that's their competitive advantage.

But as you point out, things can always change.
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Old Aug 11, 2010, 02:27 PM   #12
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Yes, really. I greatly prefer getting even better at something I can already do over learning something entirely new. Less time-consuming and probably a bit less frustrating (I tend to be very impatient with myself).
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Old Aug 11, 2010, 02:28 PM   #13
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the impression I get from their public statements is that they wrote all of the game rules--the stuff currently in the SDK--in Lua.
I spent a little while googling "lua python performance". Lua is an interpreted language same as python. I find it hard to believe that all of the civ4 sdk ai would be "fast enough" in any interpreted language. Without starting any flamewar, I suspect most civ4 modders will agree that for any complex computations, you should use sdk rather than python.

But, I suppose we will find out in ... 41 days.
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Old Aug 11, 2010, 02:48 PM   #14
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Well I knew that lua is an interpreted language, and if the AI is exposed there then someone obviously thinks that we all have quadcore powered comps.
My guess is that the AI will be C++ though, if Civ5 really is supposed to run on older computers too. Which means it won't be moddable, at least not immediately. Ergo there won't be anything for me to do anyway.
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Old Aug 11, 2010, 08:24 PM   #15
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Lua is interpreted, but the core is a lot simpler than Python. There is only one numeric type so it doesn't use objects to represent each number variable. And keep in mind that even interpreted languages are compiled into bytecode before execution. As long as you're not executing a lot of dynamically generated code, you'll see good speeds.

Quad-core? I didn't think anyone still used processors with single-digit cores!
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Old Aug 18, 2010, 04:26 PM   #16
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Originally Posted by EmperorFool View Post
Yup, Civ V is being released September 21st and will use the Lua scripting language in place of C++ and Python for its moddable code. The engine is still C++ delivered as an opaque EXE, but Firaxis has written their own UI engine themselves instead of using Gamebryo again.
I heard about Lua replacing Python, but where was the rest of the information published?
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Old Aug 18, 2010, 05:15 PM   #17
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I assume all the information and references are in this thread. However, since I work in commercial software myself, I do not put a great deal of faith into the published statements of software companies about a future release. Let's see what is actually there in .... 34 days.
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Old Aug 18, 2010, 05:48 PM   #18
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That thread has absolutely no information about modding though, and I haven't seen any real articles on modding yet, other than map-making and Lua.
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Old Aug 19, 2010, 10:51 AM   #19
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The SDK has sure been mentioned, and they had a podcast about building their own engine, should be easy to find on Civ5.com.
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Old Aug 19, 2010, 07:40 PM   #20
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Did they mention any specifics about the SDK? I got the distinct impression that Lua would be the only language needed for modding code.
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