Civ 4 XML Editor Poll Thread

primem0ver

Emperor
Joined
Jun 16, 2006
Messages
1,158
Location
Peoria, AZ
Hello everyone. This is a poll thread in which I will post questions and request opinions on the design of my new XML Editor for Civ 4. I am creating this thread separate from the main thread on my current project because I would like to draft anyone's opinion who would be inclined to use an XML editor for modding Civ4 (for many questions I might ask) and not just people who are specifically interested in my editor and have subscribed to my particular thread. If you want to know the details about the editor you may check the main thread on the editor here.

I will always keep the poll question that is currently being asked here, in this first thread so people don't have to go hunting through the posts to find it. I welcome and encourage anyone who mods to respond and post their opinion.

Current Poll Question:

Since the editor I am writing is going to be able (and need) to save mod specific settings, as a "modder" which method would you prefer? A separate file? Or as part of the mod's ini file?


See this post for more details and an explanation of the advantages and disadvantages of each.
 
Question:

Since the editor I am writing is going to need to save mod specific settings, which method as a "modder" would you prefer? A separate file? Or as part of the mod's ini file?

Explanation:

Since the editor is based on xml schema and not hard coded for specific files, some mod-specific data needs to be saved so that the editor can be as efficient, and as helpful as possible. For example: default values for both old and new tags in specific files; the name of the identifier tag for a specific info; things like that (not every info name is stored in its "type" tag). Such settings can be stored in one or more places. Here are the current options I am considering (If you have another option, please post it. I am always open to new ideas):


OPTION 1: A separate "project" file.

Anyone who has used a program to create something is probably familiar with a project file. For example, windows movie maker creates a project file anytime you want to edit or create a movie. Any specifics about changes made or things added to the movie are saved in that project file while the original movie is left untouched. The movies and/or pictures and/or music/sound files that are used to create the final "movie" are not included in the project file (as anyone who has accidentally deleted included media files has discovered).

Advantage(s) of using a separate "project" file:
The mod.ini file will not be shipped with any proprietary information (information only usable by a third-party program).

Disadvantage(s) of using a separate "project" file.
Any settings will have to be redone/recreated anytime someone wants to change a mod that they have downloaded even if that mod has already been altered by the editor being discussed. The only way around this is to ship the project file with the mod (which is something most people will probably not think to do).


OPTION 2: The mod.ini file. (replace "mod" with the name of the mod).


The mod.ini file is a file that already exists (or is created the first time a mod is loaded) and contains play settings for the mod it represents. This is analogous to using the product (or "movie") itself. The nice thing about ini files (for anyone who needs a little help understanding them) is that they contain sections that are looked at by any program that might need to find information about the mod. Each program will only look at sections it cares about and will leave the rest alone. Since this is true, adding sections that are used by the editor will not effect settings/sections that are used by the game.

Advantage(s) of using the mod.ini file:
The settings are part of an explicit file that usually ships with the mod. Anyone who wants to work on/change the mod does not have to redo/recreate the settings as long as the mod has been previously changed (and settings created) using the editor being discussed.

Disadvantage(s) of using the mod.ini file:
Settings are saved in a file that is normally reserved for just gameplay. Although adding to the file won't affect gameplay, some people might have a problem with adding a significant amount of proprietary information (only usable by a third-party program) to a file that already has an established format. (That format will NOT be changed... only added to).
 
As I get close to getting to this phase of the editor project, if no one cares... I will probably go with option #2.
 
Back
Top Bottom