Afforess's Modmods

One more thing:

I like the first pack being available because i'm fairly skilled modmodder myself and want more flexibility in having various downloads of various modmodders in my hands to put together. The larger pack feels like a crutch for me that I simply don't need, no offense to non-modmodders :lol:.
 
I think there should be two packs. One would be what you have now plus what ever needs the dll. The other could be the big graphics modmods. Unfortunately I can not use torrents.
 
What about having two separate packs?

  • One for your modmods only.
  • The other for planned pack of every finished work modmods? And everyone, about the size, the purpose of this pack is giving you options! You can simply NOT check the box of modmod(s) you don't want due to size and so on. This pack will definitely have to go up as torrent.

That's exactly what I am saying. The "mega pack" should just be the installer program with all the choices for modmods. This pack would not only let you choose which modmods you would want to install but it makes sure that the modmods do not conflict with each other.

What Afforess has now is perfect and I would not want him to combine any of the packs he has in his installation program, only add to the list with mods made by other modmoders that are not on the installation list yet.

I also disagree that the Early Building should be left out since mods should always have a chance to be updated and I except this "mega pack" would get updated a lot not only with updating existing modmods in the pack but adding new ones to the list.
 
So, If I am interpreting this correctly, I am hearing that I should keep my modmod's "pure" and not add any features not made by my hand, and reserve other modmod's for a new dawn?

Well, there are some immediate problems to that. I've already "sullied the pool" with Jooyo's and Dexy's modmods. I had little choice really, unless I was going to hold my middle finger to their work and say "screw you." I've become the largest modmoder here (And I'm not ashamed to say it.), and that comes with responsibilities, namely, ensuring that I don't crush other modmod's in my wake. Had I not included Dexy's modmod's in my own pack, his effort would have likely been doomed to futility, because of our inherent incompatibilities with the SDK. Likewise, with Jooyo.

Which leads me to wonder, if we should create some community based modmod's, that build off one another, and use a single installer. It would add much more potential to everyone, even just the XML modders, as they could work, and not fear the players would not be not using my DLL, and be lacking it's additional XML fields.

Of course, this is all speculation ATM, but I find it intriguing. I've also had thoughts of just branching off from RoM, like Orbis and FF have with FFH2, but I think that violates my core goals of selection and compatibility.

So, my real point here is, can I even stay "pure" anymore? I think I've already crossed the point of no return, adding a 3 modmoder's work in. Especially when Dexy's SDK changes easily rival my own Mountain Mod in scope.

Thoughts, comments?
 
Well, if you effectively are saying that you are a sponsor of Dexy and Jooyo modmods, then I will agree with you.

What I was trying to say was to make one DLL for your modmods only and another DLL for a combined modmodpack.

However, if the first paragraph above applies strongly, then I guess, we can toss "pure" Afforess out of the window :lol:.
 
So, If I am interpreting this correctly, I am hearing that I should keep my modmod's "pure" and not add any features not made by my hand, and reserve other modmod's for a new dawn?

Well, there are some immediate problems to that. I've already "sullied thee pool" with Jooyo's and Dexy's modmods. I had little choice really, unless I was going to hold my middle finger to their work and say "screw you." I've become the largest modmoder here (And I'm not ashamed to say it.), and that comes with responsibilities, namely, ensuring that I don't crush other modmod's in my wake. Had I not included Dexy's modmod's in my own pack, his effort would have likely been doomed to futility, because of our inherent incompatibilities with the SDK. Likewise, with Jooyo.

Which leads me to wonder, if we should create some community based modmod's, that build off one another, and use a single installer. It would add much more potential to everyone, even just the XML modders, as they could work, and not fear the players would not be not using my DLL, and be lacking it's additional XML fields.

Of course, this is all speculation ATM, but I find it intriguing. I've also had thoughts of just branching off from RoM, like Orbis and FF have with FFH2, but I think that violates my core goals of selection and compatibility.

So, my real point here is, can I even stay "pure" anymore? I think I've already crossed the point of no return, adding a 3 modmoder's work in. Especially when Dexy's SDK changes easily rival my own Mountain Mod in scope.

Thoughts, comments?
Actuly, I want you to add other modmods that are not yours, I just do not want to have download a huge graphics pack that I would not use.
 
Actuly, I want you add other modmods that are not yours, I just do not want to have download a huge graphics pack that I would not use.

I agree. I am not one who cares much about purely graphical changes. If it adds new gameplay content, all well and good, but if it's just more UU and UB, with no real changes, it isn't worth. Go play Civ GOLD if you want that. ;)
 
The following is a bit confussed because there a couple of confused issues being combined into one pack.

Personally I think that the issues that are getting confused "download and install", "choising what you want to play with this time in the game", "modding mods" and "the dll".

I am currently playing test games where I a switching between three different Shinto Religion mods, two of which I am supporting. I do this by going into three different MLF's and changing 0 to 1 or vice versa. We need something that will make this switching of mods on and off easier - but that is another "kettle of fish" or can of "worms to feed" said fish.

Afforess, you are providing two services. You are the provider of a mega-modmod download and install thing, and you are building new mods and converting other mods to RoM. This is further confused by other modmoders making and merging and updating other mods and modmods for the current version of RoM.

dll (SDK) verses Python composite verses XML composite modpacks (including graphic XML modpacks)

By their nature dll or SDK mods have to be merged into one release since they end up in the same dll.

The merging and control over these needs a librarian (that's the industry term) whos job it is to ensure that the correct version gets combined and released.

Options for turning on and off the components needs to eb available to the players in many cases.

Python composites (Python and XML).

Python is not modular in the Civ environment. However much work has gone into getting it as modular as possible and some work is still being done. Currently the issue here is one of making sure one Python mod "plays nicely" with other python mods. In particular the config/init.xml needs to be managed else people may end up with errors because they are only loading part of what they think they have.

In a "normal" IT environment this would again be controlled via a librarian and the players would get everything.

Currently we only have python mods by Afforess and Civ Fuehrer and installation is done by them so as not to break each others mods. I have three python mods on the go and would like to add them sometime. This will complicate things more

XML composite modmods

There are hundreds (or at least twenties) of these. Currently the composite MLF is handling this, although I was not aware of its existence until its installation broke my testing :)

What the player wants or the bottom line
Unreasonably :) the user wants one download to hold them all! Or at least one place to select what they download and install (Hydromancerx). I am not sure that is possible. That is where your discussion is at.
 
So, If I am interpreting this correctly, I am hearing that I should keep my modmod's "pure" and not add any features not made by my hand, and reserve other modmod's for a new dawn?
Thoughts, comments?

I would like your mods + other peoples mods in one big installation program in which you and pick which mods you want to download. If this is called "A New Dawn" then that's what I want. I do not want all the mods combined into one pack where you cannot choose which ones you don't want to add. For instance I do not want a pack in which I cannot "uncheck" the sea monster mod from my list of modmods to install.

I hope you understand what I mean.
 
I would like your mods + other peoples mods in one big installation program in which you and pick which mods you want to download. If this is called "A New Dawn" then that's what I want. I do not want all the mods combined into one pack where you cannot choose which ones you don't want to add. For instance I do not want a pack in which I cannot "uncheck" the sea monster mod from my list of modmods to install.

I hope you understand what I mean.

You already have one here
 
Okay, I waited until you finished posting to respond. Here goes.

The following is a bit confussed because there a couple of confused issues being combined into one pack.

Personally I think that the issues that are getting confused "download and install", "choising what you want to play with this time in the game", "modding mods" and "the dll".

I am currently playing test games where I a switching between three different Shinto Religion mods, two of which I am supporting. I do this by going into three different MLF's and changing 0 to 1 or vice versa. We need something that will make this switching of mods on and off easier - but that is another "kettle of fish" or can of "worms to feed" said fish.

I think WoC planned on making a GUI for modules, but that was before their "staff" all left. I'm sure you could make one with python, I just am not familiar with it enough to do so. ;)

Afforess, you are providing two services. You are the provider of a mega-modmod download and install thing, and you are building new mods and converting other mods to RoM. This is further confused by other modmoders making and merging and updating other mods and modmods for the current version of RoM.

I don't disagree.


dll (SDK) verses Python composite verses XML composite modpacks (including graphic XML modpacks)

By their nature dll or SDK mods have to be merged into one release since they end up in the same dll.

The merging and control over these needs a librarian (that's the industry term) whos job it is to ensure that the correct version gets combined and released.

Options for turning on and off the components needs to eb available to the players in many cases.

Python composites (Python and XML).

Python is not modular in the Civ environment. However much work has gone into getting it as modular as possible and some work is still being done. Currently the issue here is one of making sure one Python mod "plays nicely" with other python mods. In particular the config/init.xml needs to be managed else people may end up with errors because they are only loading part of what they think they have.

In a "normal" IT environment this would again be controlled via a librarian and the players would get everything.

Currently we only have python mods by Afforess and Civ Fuehrer and installation is done by them so as not to break each others mods. I have three python mods on the go and would like to add them sometime. This will complicate things more

I guess I've been doing that to the best of my ability. Both of those are major concerns in the modmoding community.

XML composite modmods

There are hundreds (or at least twenties) of these. Currently the composite MLF is handling this, although I was not aware of its existence until its installation broke my testing :)

You're never aware of the effort that goes into that, until of course, it breaks down, and someone looks under the hood. For the MLF, it's fairly simple. But for larger thing's like Dexy's modmod's, I had to add "If (GameOption...)" code all over the place. I just hope I caught them all. That's why I released a beta so soon.


What the player wants or the bottom line
Unreasonably :) the user wants one download to hold them all! I am not sure that is possible. That is where your discussion is at.

I want to download them all as well. It was a surprise, and a bit of a pain to get GeneralStaff's modular civic buildings to work, at first. Any user without any modding expierance would have likely given up immediately. That's why I make installers, so user-friendly.

But my question is this:

Should the modmoding community unite under one banner, a "modmoding standard" installer, with everyone's creations? But that is exactly what I mean either... Just lumping everyone's work into an installer isn't the same.

My point is this:

Look at my guide on the OP, the Modder's Guide to Afforess's Modmod. Look at all the XML additions I've made. I'm sure everyone here can envision new modmod's which can use them, especially the tech yield, commerce, happy and health changes. I can keep adding more, too. If modmoder's just stick with RevDCM's sdk, they lose so much possibility and potential. I feel that there are untapped gold fields of modmod's there, waiting to be made, with those new attributes, but I lack the time, creativity, or patience to always make them. It's just such a tragic waste to let them be us-used.

That would be the "banner" or new standard.

Of course, that's why we would need a community installer, everyone would need to use my/our DLL.

I would like your mods + other peoples mods in one big installation program in which you and pick which mods you want to download. If this is called "A New Dawn" then that's what I want. I do not want all the mods combined into one pack where you cannot choose which ones you don't want to add. For instance I do not want a pack in which I cannot "uncheck" the sea monster mod from my list of modmods to install.

I hope you understand what I mean.

Yes. You want customizability. That is my core principal. I never have or will force a modmod on anyone.
 
BTW, I think this MLF works with my, generalstaff and StrategyOnly modmods. It is actually a bit shorter since generalstaff merged his wonders into one folder :)
 
Yes. You want customizability. That is my core principal. I never have or will force a modmod on anyone.

Actually he wants more than that. He wants to only down load those bits he wants in his game and have an installer just install those. Not like now where you download a file with everything in it and then choose what to install. Subtle difference? I am not so sure. Especially for those with slow or limited "pipes".

I do not have any answers yet but I am thinking on it. In the IT trade in a single "shop" they still have these problems but they have an enforcer, ie da boss. This is open source with all that entails. Well back to recovering my environment so I can test your new beta, while I think.

One thought is that we may need a better Index of modmods.
 
Actually he wants more than that. He wants to only down load those bits he wants in his game and have an installer just install those. Not like now where you download a file with everything in it and then choose what to install. Subtle difference? I am not so sure. Especially for those with slow or limited "pipes".

I do not have any answers yet but I am thinking on it. In the IT trade in a single "shop" they still have these problems but they have an enforcer, ie da boss. This is open source with all that entails. Well back to recovering my environment so I can test your new beta, while I think.

One thought is that we may need a better Index of modmods.

I've seen an installer for a mod for another game that patched itself through your internet connection. No idea how to create it ATM, but I suppose it could be done, to download nessecary parts via the internet. Only problem is that I need a server with a big pipe. And that costs $. Which I have none of, as I am a student...
 
@Afforess

So are you suggesting that you make an "expansion pack" in the same way "Rise of Mankind" is like an expansion pack for BtS? Which is an expansion for Civilization 4.

With such a pack could different packs work in synergy? Such as what you do with the Sports Pack's Ski Resort working with the Mountain Mod. If such an "expansion pack" was possible then perhaps its large size would be worth it.
 
I've seen an installer for a mod for another game that patched itself through your internet connection. No idea how to create it ATM, but I suppose it could be done, to download nessecary parts via the internet. Only problem is that I need a server with a big pipe. And that costs $. Which I have none of, as I am a student...

...and I am retired. :)

Two of my in-the-pipe python mods involve things you have added to the XML. One is based on the vicinity bonus, and my other Civ III favorite "Paths to Glory". The third is an improved SubdueAnimals which needs water animals. Although I now think I could have implemented it without getting my "free" request.
 
@Afforess

So are you suggesting that you make an "expansion pack" in the same way "Rise of Mankind" is like an expansion pack for BtS? Which is an expansion for Civilization 4.

With such a pack could different packs work in synergy? Such as what you do with the Sports Pack's Ski Resort working with the Mountain Mod. If such an "expansion pack" was possible then perhaps its large size would be worth it.

Kind of. I think less of an expansion pack, and more like what World of Civilization was, a modding standard.

See, the problem is:

DH is making these new religions. But, he can't make the religious buildings have a +1 :) with Geomancy, or some such XML attribute, despite the fact that I have already added that feature for myself. It seems silly to have two standards; mine, and everyone else's.
 
Kind of. I think less of an expansion pack, and more like what World of Civilization was, a modding standard.

See, the problem is:

DH is making these new religions. But, he can't make the religious buildings have a +1 :) with Geomancy, or some such XML attribute, despite the fact that I have already added that feature for myself. It seems silly to have two standards; mine, and everyone else's.

I do not understand. Sorry if my question is a stupid one but why can't DH make religious buildings have a +1 :) with Geomancy?

In addition in the future are you going to make your Department Civics? If so how will this effect existing packs such as GeneralStaff's Civic Buildings?

What I am trying to understand is what if some modmods contradict each other?
 
I do not understand. Sorry if my question is a stupid one but why can't DH make religious buildings have a +1 :) with Geomancy?

Because it requires SDK changes. If the player only installs DH's modmod's, and doesn't use mine, it won't show up. Same with any other XML attributes I added.

In addition in the future are you going to make your Department Civics? If so how will this effect existing packs such as GeneralStaff's Civic Buildings?

Yes, and I will likely deconstruct his buildings, use many of them, with a few alterations, and repackage them with the Department Civics. That is way off in the future though. Not even remotely likely until RoM 2.9...

What I am trying to understand is what if some modmods contradict each other?

I've tried to avoid that for the most part, but if they do, the players will have to choose between the two. Can you think of an example where this occurs?
 
@Afforess

I can't think of any at the moment.

Bear with me since I am not totally familar with all the civ4 terms. I have worked on other game mods such as for Dungeon Siege, Neverwinter Nights, Sim City 4, Sims 2, and Zoo Tycoon 2. Just so I can understand what you mean I will use Neverwinter Night as as an example. In NWN they had "scripting" which was basiclly programing code in which you could do If, Then, etc strings. I am guessing the equivalent of this for Civ 4 is "XML". Am I correct?

The next level up you had "mods" which stood for "moduals" these were the players world and had diffrent scenarios in which the scripting could be performed in. I am not sure what that is for Civ4.

Then there was ".hak" Each modual could load diffrent ".hak" files and they would load int he order tey were put into. Within each hack file you could have texture files like DDS which had compressed TGA image for for player portraits or textures for meshes. Then you would have meshes for objects and monsters. I assume this is similar to the buildings an units in Civ 4. This is what Python is right?

In addition you needed a .2da file in which it had a master list of all the models in the game. Thus you had to list them all by hand if you wanted new custom models to show up in the game. There was also a file for text that did the same thing but i forget its name. If edited you could add new spells to the game.

Anywho is SDK similar to this where its a master file in which you cannot have 2 of them because one will override the other file?
 
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