Any ETA On The SDK?

It seems it will be available at the begining of February:

"...GameSpy: Can you give us a roadmap for mod makers -- can they expect any tools or additional materials to download to help them make their own mods and scenarios?
Caudill: The first big step in that direction will be the release of the Civ IV SDK in late January/early February. The SDK will open up the game code for hardcore modders and allow them to change the game on a very fundamental level. The current tool set is very powerful in its own right. Mod makers can already make maps, add units, civilizations, or buildings, and have scripted sequences or random events. The SDK will allow experienced programmers to change the AI and the game to create completely new experiences outside of the norm for Civ IV. Want to make underwater cities? How about adding a new kind of great leader for military uses? Want to bring back armies like in Civ III? Interested in getting rid of workers in favor of a broader public works system? All of this is possible -- and that's just the tip of the iceberg!..."
 
Yeah, they never promised that everyone would be able to mod, they promised those who can will have alot of power in doing so.
 
Are we able to add new units yet? I think this is the biggest roadblock right now. Just a plugin for any major design package -- that's what we're looking for.

Oh, and I'd like to be able to define a new variable and use it in the Python scripts, but that'll probably come with the SDK.
 
How about to create a separete forum section for discussing techenical aspect of Moding when SDK arrives?
Not discussing moding idea or mod anouncement, but only for technical Q/A about SDK and modding information exchange.
And we need a channel to communicate with Firaxis techinal staff for informal help.
At least someone here (not necessrily Firaxis employer) can act as moderator of the forum section or proxy of our modding community and communicate with Firaxis to informf our opinion or relay request to Firaxis developer...
 
Yep, I have to say that between XML and what little I know about Python, this game's editor is a thousand times more flexible than that of Civ3 (I gave up modding that one, very quickly, out of sheer frustration). That is not to say it can't be improved, however. A more comprehensive giude to Python in Civ4 would be good, as would a few additional schema for XML (and/or the ability to mix and match schema) would be excellent!

Yours,
Aussie_Lurker.
 
The Firaxis interview said late January or early February. I guess I know what Firaxis is getting me for Valentine's Day.
 
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