Been out of the loop for a while

TheLopez

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I am trying to get back into the Civ4 modding thing and have a stupid question. I know that there is a v1.61 SDK for Vanilla but did they release SDKs for Warlords and BtS? If they did can someone give me the link for them?

Thanks
 
The SDK is included in the game. Go to your install location and find the folder CvGameCoreDLL. All the source files are there. :)
 
The SDK is included in the game. Go to your install location and find the folder CvGameCoreDLL. All the source files are there. :)

Sweet, thanks
 
Alright, so I grabbed the source code out of the Vanilla SDK and are now getting these errors:

Error 1 error C2665: 'boost::python::detail::make_getter' : none of the 3 overloads could convert all the argument types c:\Documents and Settings\dsmarti1\Desktop\Civ Mods\Civ4_174_SDK\Boost-1.32.0\include\boost\python\data_members.hpp 277 CvGameCoreDLL
Error 2 error C2665: 'boost::python::detail::make_setter' : none of the 2 overloads could convert all the argument types c:\Documents and Settings\dsmarti1\Desktop\Civ Mods\Civ4_174_SDK\Boost-1.32.0\include\boost\python\data_members.hpp 310 CvGameCoreDLL


I haven't changed anything, I am just trying to compile the source code. Any ideas?
 
Alright, so I grabbed the source code out of the Vanilla SDK and are now getting these errors:

Error 1 error C2665: 'boost::python::detail::make_getter' : none of the 3 overloads could convert all the argument types c:\Documents and Settings\dsmarti1\Desktop\Civ Mods\Civ4_174_SDK\Boost-1.32.0\include\boost\python\data_members.hpp 277 CvGameCoreDLL
Error 2 error C2665: 'boost::python::detail::make_setter' : none of the 2 overloads could convert all the argument types c:\Documents and Settings\dsmarti1\Desktop\Civ Mods\Civ4_174_SDK\Boost-1.32.0\include\boost\python\data_members.hpp 310 CvGameCoreDLL


I haven't changed anything, I am just trying to compile the source code. Any ideas?

Nevermind, found the answer here: http://forums.civfanatics.com/showpost.php?p=3935921&postcount=73
 
Yup, Civ V is being released September 21st and will use the Lua scripting language in place of C++ and Python for its moddable code. The engine is still C++ delivered as an opaque EXE, but Firaxis has written their own UI engine themselves instead of using Gamebryo again.
 
No more C++ modding?.. Oh well I never had any intentions of switching to Civ5 anyway.

Who knows, I remember when it was just Python modding in Civ4 they didn't have the intention of releasing a C++ SDK but did... I think it will be the same in Civ5
 
Oh well I never had any intentions of switching to Civ5 anyway.

Really? Probably 90% of why I got into Civ4 modding was as an excuse to learn Python and do something new. :lol: I imagine it will be the same for Civ5 and Lua. I will, of course, continue developing BUG because that's my baby, but I hope to get into some Civ5 modding as well.

Who knows, I remember when it was just Python modding in Civ4 they didn't have the intention of releasing a C++ SDK but did... I think it will be the same in Civ5

While that's certainly possible, the impression I get from their public statements is that they wrote all of the game rules--the stuff currently in the SDK--in Lua. The only parts in C++ are the graphics and UI engines that they will not release since that's their competitive advantage.

But as you point out, things can always change.
 
Yes, really. I greatly prefer getting even better at something I can already do over learning something entirely new. Less time-consuming and probably a bit less frustrating (I tend to be very impatient with myself).
 
the impression I get from their public statements is that they wrote all of the game rules--the stuff currently in the SDK--in Lua.

I spent a little while googling "lua python performance". Lua is an interpreted language same as python. I find it hard to believe that all of the civ4 sdk ai would be "fast enough" in any interpreted language. Without starting any flamewar, I suspect most civ4 modders will agree that for any complex computations, you should use sdk rather than python.

But, I suppose we will find out in ... 41 days.
 
Well I knew that lua is an interpreted language, and if the AI is exposed there then someone obviously thinks that we all have quadcore powered comps.
My guess is that the AI will be C++ though, if Civ5 really is supposed to run on older computers too. Which means it won't be moddable, at least not immediately. Ergo there won't be anything for me to do anyway.
 
Lua is interpreted, but the core is a lot simpler than Python. There is only one numeric type so it doesn't use objects to represent each number variable. And keep in mind that even interpreted languages are compiled into bytecode before execution. As long as you're not executing a lot of dynamically generated code, you'll see good speeds.

Quad-core? I didn't think anyone still used processors with single-digit cores! :p
 
Yup, Civ V is being released September 21st and will use the Lua scripting language in place of C++ and Python for its moddable code. The engine is still C++ delivered as an opaque EXE, but Firaxis has written their own UI engine themselves instead of using Gamebryo again.

I heard about Lua replacing Python, but where was the rest of the information published?
 
I assume all the information and references are in this thread. However, since I work in commercial software myself, I do not put a great deal of faith into the published statements of software companies about a future release. Let's see what is actually there in .... 34 days.
 
That thread has absolutely no information about modding though, and I haven't seen any real articles on modding yet, other than map-making and Lua.
 
Did they mention any specifics about the SDK? I got the distinct impression that Lua would be the only language needed for modding code.
 
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