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#1 | |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,153
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Joining forces: A discussion about abandoned projects and who moved to R&R
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![]() It is not because somebody simply "abandons" his work or ideas or doesn't care anymore about these. It is because we want to unite all of our best work and features into one single gigantic mod. By doing so, we can create featurs much faster and with much higher quality than what we could do alone. (The features and concepts themselves are being improved a lot.) Inventions for example - which are part of this mod - will also become a feature in Religion and Revolution. (Just one example out of many.) So don't worry, the best ideas and features will continue to live. (They will find their place in Religion and Revolution.) Last edited by raystuttgart; Aug 06, 2012 at 08:21 AM. |
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#2 |
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DoaNE Explorer
Join Date: Sep 2010
Posts: 376
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That's just a way of seeing it, but that doesn't change anything.
What I wanted to say is that there are many mods here that have been started and then left as beta, which is a pity since diversity is greater than just one mod that have it all. Because "all" is subjective if you ask different users. It would be great if there were more mods finished like this, even if then they are included in R&R, improved or anything else. The inventions mod, for ex. still have bugs and plans in the thread but they have been left for R&R mod instead of finishing the original project and then add it to R&R. I personally would had liked to see these mods finished and most were abandoned before R&R. Now I can do it by myself, but I'm sure many users would like to see finished mods and don't want to try merging or modding by theirselves. Also I don't want to sound rude but R&R should not be the only thing in COL. We know is great, but that doesn't change the fact that there are only 3 or 4 mods actually working in COL, less being developed. That should change. More diversity is needed (for ex. the Westward Ho would be really great!).
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Mod of CivilizationIV Colonization [MOD] Dawn of a New Era v2.00 ![]() Mod of CivilizationIV: K-Mod + ROME Last edited by Isabelxxx; Aug 05, 2012 at 07:14 AM. |
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#3 |
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Kami of Awakened Dreamers
Join Date: Sep 2006
Location: Indiana, USA
Posts: 2,288
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There are several good mods and a lot of new modders around. Religion and Revolution has given an opportunity for a lot of people to grow, develop their skills and learn the tricks of it - which in turn, will allow us to apply what we learn to making new mods, and tweaking existing ones.
I have been keeping up on Colonization forums for a long time and while the mod community is not as active for civ4col as it is for civ4bts, things are still happening. So be patient - as people learn how to mod, and begin working on things only more mods will come out of it. And RaR is giving a lot of people a chance to do that. Cheers
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The Modiquette The best post ever. ![]() Proud member of Religion and Revolution! Colonization will never be the same again! Check it out, the time is coming... |
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#4 | ||||
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DoaNE Explorer
Join Date: Sep 2010
Posts: 376
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I feel unnecesary to receive PMs like this:
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I also wrote this: Quote:
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Mod of CivilizationIV Colonization [MOD] Dawn of a New Era v2.00 ![]() Mod of CivilizationIV: K-Mod + ROME Last edited by Isabelxxx; Aug 06, 2012 at 06:37 AM. |
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#5 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,153
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@Isabelxxx:
Sorry for annoying you. ![]() I just got hooked by "... most modders have joined R&R ... therefore doesn't care about these unfinished projects anymore ...". I also do accept, that I sometimes overexaggerate with telling our "philosophie of cooperation and joining forces" and will try to improve. (It is simply that I really believe in that ...) @The_J: Thanks for moving these posts so we do not spam Androrc's mod thread anymore. Last edited by raystuttgart; Aug 06, 2012 at 08:17 AM. |
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#6 | |
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Kami of Awakened Dreamers
Join Date: Sep 2006
Location: Indiana, USA
Posts: 2,288
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I remember when Colonization 2071 stopped development. Medieval Tech, Mare Nostrum. I rememeber waiting weeks for another patch, another series of works, aquatic planet scripts and modular playable natives. I also remember how happy i was when i still got occasional replies in their threads - and even small updates, wondering i wander alone in the ghostlands. I can talk all day and say i want to release these things but i have not learned enough, its a process. Hopefully, i will be able to contribute to good works as i continue to learn. Only in the last 2 weeks have i learned how to ask for help and make... -gasp- human contact. Before that i was afraid to irritate people with my simpleton questions and look like a copycat who just has ideas for tweaking the work of other people instead of starting my own project to be left at beta.
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The Modiquette The best post ever. ![]() Proud member of Religion and Revolution! Colonization will never be the same again! Check it out, the time is coming... |
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#7 | |
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Warlord
Join Date: Jan 2009
Location: Germany
Posts: 154
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Quote:
Your message suggests that we have abandoned our project and that the team of TAC doesn't exist no longer. That's not true. The development of the basic-edition of TAC has been finished. But at our German-speaking forum we are developing scenarios which use TAC for creating some new challenges. The first one will be released at 9th August. Here you will find detailed informations. We are discussing further ideas for further scenarios. I wish the RaR-team good luck for your project. But please respect that there are some modders who have different ideas and separate projects. Sometimes your messages at RaR forum tell the story that it is unavoidable that all modders around the world will become members of your team because RaR would include all ideas which Colonization-modders could have. I don't believe that. You have a specific modding-philosophy. You are creating a great amount of features, units, buildings, yields. There are other projects with another philosophy. For example TAC has abandoned to implement a great amount of elements because we don't believe that this will enhance the game. It is not necessary to discuss that at this place. But please respect that your way to change Colonization is not the only one. Thanks!
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TAC 2.03 - The Authentic Colonization: German Community-modification for Colonization Presentation - Manual - Download - German Wiki Werewolves: Eerie new Mod of TAC-project Presentation - Manual - FAQ - Download - Let's-Play-Together-Videos Game of the Month for Colonization Rules and FAQ - Video of April-challenge |
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#8 | ||||||
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,153
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Sorry if I formulated in a bad way. ![]() Quote:
And as I tried to say, there are several new interesting projects. ![]() Quote:
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![]() What I want to say: 1. If all modders stronger cooperate, then all mod projects will profit. 2. We are trying to pick up the best ideas that have been created so far and further improve them and then share them again. 3. Working in a big team can be a lot of fun and together we can achieve things that each of us alone could not. I never wanted to say: (I don't know why people think I did.) 1. All other mods should be stopped and only R&R should continue. 2. All modders must become team members of R&R. 3. Other philosophies or ideas for modding are bad. Quote:
![]() Quote:
![]() I do not even want that ... Several of our team members still have their own projects and I have never asked them to stop these ! I really do not know what is wrong about: 1. Stronger cooperation. 2. Sharing and improving each others work. 3. Trying to support and train new modders. If you have any problems with something specific I said / wrote, simply tell me. I simply want to create a great mod with the team and have a lot of fun doing so. ![]() The only other thing I want is to improve the ways the remaining modders support and cooperate ... We are simply giving people a chance to join us or cooperate with us. There is no bad intention behind this. Thank you too for the feedback. I am sorry for any inconvenience I have caused.
Last edited by raystuttgart; Aug 07, 2012 at 03:57 AM. |
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#9 | |||||
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Civ4Col Modder
Join Date: Feb 2011
Location: France
Posts: 665
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Hi everyone,
It isn't easy to post a message on this thread... However, I am somehow happy that this conversation exists. Quote:
... You can find many many great Bts mods: Fall From Heaven II, Legends of Revolution, Star Trek, Dune, Babylon 5 etc... (and I guess I've forgot many of them)!But the problem is there aren't as many modders willing to mod Colonization than those willing to mod Civ4... ![]() Quote:
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Spoiler:
Kailric is busy now, and he won't be working on his mods... But he gave us a green light to fix any bug we could find. You're right, before adding inventions to R and R we could indeed fix his modcomp and/or his mod. (we means me, Ray, anyone else ond RaR team, or any modder willing to do so!!) Quote:
![]() Ray is quite enthusiastic, and I really like that! This is really about cooperation. I've had some discussion with Dazio and M07 from Dawn of a New Era team (I'm sure you know them ). I told them I would help them whenever (or if ever) they need me... I've helped them in the past and they've helped me a lot too! We've had many discussions on the French forum. And they recently told me that their approach was quite different than RaR's. I really think it's a good idea to have different approaches. I've had a glimpse to one of the last developments of DoNE: death of Kings/multiple kings. I'm quite impressed with what you're doing Isabel! I'm afraid there isn't much of us left. Civ4Col modder's is a specie threatened by extinction. ... I really think we should help one another. So if there is help needed, if someone wants to finish an unfinished mod just post a message. However, since we aren't that many, I don't see how we can be everywhere at the same time... I really think that was the point of all this (I mean "joining forces" and "cooperation").I have had many ideas of Civ4Col mods (a Dune mod, space mod with jump gate's like Babylon 5, a master of magic type using col mechanisms) etc... But we are simply too few to do all this job... Quote:
Oh great! You're a genius Writing Bull!![]() Would you like to do a master of magic mod with me in 2030? or in a next life? ![]() Is everyone Ok with this? Last edited by Robert Surcouf; Aug 08, 2012 at 03:30 AM. |
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#10 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,153
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Yes, of course.
![]() However, I will give you a few more explanations / details what I am mean when talking about Joining Forces. (Religion and Revolution offers to be that platform to join forces.) 1. Team Membership (For people that really want to get involved.) Basically this is coming together to create features (and of course also a great mod). This does not mean that anybody should give up other projects. But to create a feature as efficient as possible, you need a common project, where all have access and can commit their work. (Programmers, graphical modders, text writers, testers, ...) So within that project, different modders simply discuss and create that feature together. Then when the feature is created, everybody who participated in the creation of the feature gets all support needed to adopt it to his own project if wanted. So yes, there is one project where the modders come together. But the feature is then shared again to all other team members' projects (if they have one and want to adapt the feature). Main aspects are having fun together and finally creating a great mod of course. ![]() What is necessary for this to my opinion: For this, you need to be a team member since you will participate in the decisions how the feature -and thus also our mod - will finally look like. But you can still work in as many projects as you want to. It is also no problem at all, if you only participate in Religion and Revolution every few months or so or need to take a longer time out. 2. Strong Cooperation (Program for modders with own projects, that do not want close involvement.) Cooperation is a weaker form of "Joining Forces". I give you an example how this has been working in the past: Spoiler:
What is necessary for this to my opinion: Sharing each others work freely and without conditions ! Helping each other to understand and adapt. 3. Partnership (Programm for modding beginners and community.) Basically information is shared. We try to support and help each other by answer questions or giving feedback. People in this programm will get structured support to become a modder by having the right people to ask questions, if they are interested. If these people then show interest in really becoming involved, they can become a team member. What is necessary for this to my opinion: At least some interest in our work and some motivation to learn and participate. ----------- Summary: Of course, we will try to help and answer question to anybody. But our time is limited. ![]() The closer you get involved with us, the more influence you have on the results we create and the more support you will get. Getting involved with us does not mean at all, that anybody looses any kind of freedom to do other things as well. (Other mods, modcomps, supporting other projects, ...) We believe, that in the end a lot of great features and mods will arise out of our philosphie of "Joining Forces". It is not at all about giving up other projects or not respecting other ideas and modding philosophies ... It is your choice how far you want to "join forces" or not. All we can do is make an offer ... Last edited by raystuttgart; Aug 08, 2012 at 05:52 AM. |
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#11 | |
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Chieftain
Join Date: May 2012
Posts: 84
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Quote:
The thing is that I want to document it in the forum, so that anyone could have that information available to them. I'm sure that Ray and others already know that information, but if it's posted then anyone can use it. How cool would it be to have an explanation of all the xml files, how to add a new unit, founding father, create a feature, etc. This is what I aim to do, not just to learn myself how to do it, but to have the info there so that anyone can do it.
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#12 | |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,153
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Quote:
But we can find the time to is answer questions and give pointers to people who are willing to experiment and learn by themselves. So basically what we are trying to do is to give those people who are really interested in learning some support and the right people to ask questions. We are eliminating the problem, that people do not know who to ask. What we also can do is to give our partners access to our SVN, so that they have access to all our current work and see what we have been doing and why. We are trying to show them the backgrounds and processes in a modding project. If we created a feature, they can exactly which changes have been made. It is not perfect, but it is a start.
Last edited by raystuttgart; Aug 08, 2012 at 08:56 AM. |
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#13 | |
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Chieftain
Join Date: May 2012
Posts: 84
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Quote:
I know that people will not document this, but I will try. ![]() P.S. Not taking a shot at anyone nor disrespecting anyone. |
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#14 |
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Kami of Awakened Dreamers
Join Date: Sep 2006
Location: Indiana, USA
Posts: 2,288
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I like that your documenting how you learn and it made me look at my own curve of learning. I don't document things the way you do, but maybe when i have a eureka that can help others i should.
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The Modiquette The best post ever. ![]() Proud member of Religion and Revolution! Colonization will never be the same again! Check it out, the time is coming... |
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#15 | |
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Chieftain
Join Date: May 2012
Posts: 84
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Quote:
Let me put an example of this. I'm learning what do the diferent xml files do in terms of units, yields, etc. Because as of now, I can't read C++, in order to know what the different xml files do, I have to reverse engineer. In the case of the order of the units of that appear in the docks in Europe. I had to start the game, write the order in a piece of paper, and then look into the xml files to find out which one had that info. Fortunately Ray, gave me the answer. It is a valid method but time consuming, so I have 2 choices, keep doing it that way, or learn to read C++. Now, imagine that when X experienced mod, in the progress of his learning had begun to understand this, had written a simple text file of what the files do, the functions, etc, then the people who wanted to learn would do so faster. In this, I have noticed that if you are beginning but had some little success, you would be more motivated to keep going, than if you began but had zero success, some would tend to quit rather than to keep on. That is basically my idea. I want to make that info available to anyone, so that they can mod the game to their hearts content.
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#16 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,153
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Or simply ask the experienced modders.
![]() As I said, if your questions are specific you should get really good answers quite fast. Simply do not ask questions like:
Ask things that can be answered in reasonable time like:
50% of learning CivCol modding is motivation and working on tasks of reasonable size. The other 50% of learning CivCol moddings is to know who to ask (specific questions). Last edited by raystuttgart; Aug 10, 2012 at 02:44 PM. |
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#17 | |
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Chieftain
Join Date: May 2012
Posts: 84
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Quote:
![]() Actually, I'm following the guideline that you posted in another topic, about the order that one should follow. 1. XML 2. 2D Graphics So that is what I'm doing. I mean where is the fun if you don't try to learn by yourself and then ask questions. |
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#18 | |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,153
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Quote:
But before you are loosing too much time, simply ask. ![]() By reading here in this forum, you should figure out, who is specialist for what. (We have specialists for DLL + XML, Python, graphics, ...) |
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#19 | |
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Civ4Col Modder
Join Date: Feb 2011
Location: France
Posts: 665
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Quote:
Did you know you could find many info on Xml, Python, C++ on civfanatics. Most of it is build for beyond the Sword, but it still helps. Here is the main topic: http://forums.civfanatics.com/forumdisplay.php?f=177 This one helps you with Xml http://forums.civfanatics.com/showthread.php?t=213706 Xml part 1: http://forums.civfanatics.com/showthread.php?t=135459 part 2 http://forums.civfanatics.com/showthread.php?t=135535 part 3: http://forums.civfanatics.com/showthread.php?t=141182 How to add a Xml tutorial:http://forums.civfanatics.com/showthread.php?t=155345 And here you can find some python info http://forums.civfanatics.com/showthread.php?t=238839 A basic python guide http://sthurlow.com/python/ TGA python's guide http://forums.civfanatics.com/showthread.php?t=154130 I hope this will help you.
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#20 |
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Kami of Awakened Dreamers
Join Date: Sep 2006
Location: Indiana, USA
Posts: 2,288
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woah, this will help me as well.
__________________
The Modiquette The best post ever. ![]() Proud member of Religion and Revolution! Colonization will never be the same again! Check it out, the time is coming... |
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