What will get all you amazing Civ4 modders...

1 thing for CivV, they use decimal math instead of integer math.
As does Civ4 since Warlords.
Only for very, very few calculations. Most of the calculations are using integers (sometimes multiplied times 100 or so to allow some decimals without actually using floating point numbers).
While that is true for the unmodified game then your point is completely irrelevant when it comes to modding, since we have acces to the source code and can change (almost) any number used to be floating point ... if we should desire to do so.
 
While that is true for the unmodified game then your point is completely irrelevant when it comes to modding, since we have acces to the source code and can change (almost) any number used to be floating point ... if we should desire to do so.
My point was just about what is, but of course we can change it to whatever we want in Civ4. Besides, floating point arithmetics are not an advantage per se compared to integer arithmetics.
 
I would love to start modding Civ5, but it seems like a whole lot of things about it are difficult to impossible to change due to hard-coding (new city/building graphics, new resources, sounds, terrain/feature graphics, etc, etc.)

The type of mods that are really interesting to make or play are total conversion mods like FfH, Dune Wars, or Planetfall (or Firaxis' own Final Frontier & the modmods thereof) that actually make it into a new, different game. The Modbuddy setup seems designed for a profusion of incremental "mods" that do things like tweak the strength of Swordsmen or add some techs to the standard techtree. I'd much rather just remove *all* the vanilla content and start adding new resources/terrain/units from the ground up, but if there's hard-coding of stuff you can't access with XML it seems like this might not be possible.

I will say that some of the initial attempts at fanmade modding utilities look like incredibly promising strategies that could make Civ5 modding a lot more achievable if they could be made to work:

http://forums.civfanatics.com/showthread.php?t=395209
http://forums.civfanatics.com/showthread.php?t=393390

Unfortunately when I tried to install & use these neither seemed to be working with the current game (or maybe I'm just going about it wrong..) Something as simple as an Excel spreadsheet allowing you to enter unit stats in table form and format them into XML would save *huge* amounts of effort and errors for modders, and is way more helpful than the modbuddy approach of using SQL queries that let you do odd things like add 1 strength to all melee units. Does anyone know of any useful mod tools that are currently useable or in development?

The answer to your last question seems to be no.

Has Firaxis ever indicated that they will release the source code for 5?
 
2K made that thread way back in December and hasn't said anything on it since. Unless there's something more recent of them affirming the DLL release, I think we can consider it dead for now. They've been promising the imminent release of the DLL for two years now. I'll believe it when I see it.
 
2K made that thread way back in December and hasn't said anything on it since. Unless there's something more recent of them affirming the DLL release, I think we can consider it dead for now. They've been promising the imminent release of the DLL for two years now. I'll believe it when I see it.

Actually I'm sure they will release it eventually
But only after quite a couple more DLCs, possibly after another expansion pack
It will only be availeable after 2K thinks there is no more real profit in Civ V... one of the disadvantages of the DLC system for the real civ fanatics and modders
 
He did post in the DLL thread after all.

Update: Good news tomorrow at the latest.

PS: I hope this thread gets covered in the next Polycast. Interesting perspective in here and I wonder what "the gang" thinks.
 
Must... Not... Rub... In... Face...
 
[When Truman beat Dewey, t]he Washington Post hung a large banner across it's building in Washington reading, "Mr. President, we are ready to eat crow whenever you are ready to serve it."

:blush:

What I really want to see is what CiV modders will do with this.
 
:blush:

What I really want to see is what CiV modders will do with this.

I wouldn't expect all that much... While CIV V has a lot of mods right now, only a handful of them go into any sort of depth beyond basic XML, and most of those have by now been abandoned. Unless an onslaught of modders previously hiding in the shadows start modding for V, I don't see this having a huge impact, especially with CIV V STILL not supporting mods in multiplayer.

Modders coming over from IV could make an impact, and while the lack of a .dll was always a main complaint as to why the switch was never made, I think a dislike for the streamlined mechanics of V, (and the lack of any sort of depth whatsoever combined with atrocious AI), have had an equal say in why not many modders have bothered up to this point.
 
Change is hard but Civ5 is a stronger base for designing mods. I expect most Civ4 modders will start to move now in preparation of the source code release.

Here is your fork so you can eat your crow, Voyhkah. :)
 
You can share; I don't think CiV will suddenly become popular among Civ4 Modders.
 
Change is hard but Civ5 is a stronger base for designing mods. I expect most Civ4 modders will start to move now in preparation of the source code release.

Here is your fork so you can eat your crow, Voyhkah. :)

The .dll hasn't even been released, the user base is smaller than IV, it requires Steam, there's far less mods available for reference, turn times are atrocious, and the base game has been the most divisive in the entire series to date.

Basically, CIV V doesn't really have a "base," it has "potential," which is what it's had for the past 2 years. Although I'd love to be proven wrong. I'd love turn times to be halved, and for local happiness and XUPT to be modded into the base game, (along with functional AI, rational diplomacy, and any semblance of depth) - in which case I will also eat crow. ;)
 
Change is hard but Civ5 is a stronger base for designing mods. I expect most Civ4 modders will start to move now in preparation of the source code release.

Here is your fork so you can eat your crow, Voyhkah. :)
If Civ 5 is such a strong base for mods one would have seen a stampede of modders rushing over to Civ 5 long ago.
Those who have remained with Civ 4 obviously do not agree that it is but if things change and those changes make it viable I'm sure people will start mods with Civ5.
But here's the rub, I find it hard to equate the paradox of a game deployed with the use of DRM and
a source code release, the two are irreconcilable. How much code, how many changes, what will be possible?
I for one will wait to see what exactly is on offer, before abandoning a superior game platform.
 
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