TAfirehawk
WoC Team Manager
The World of Civilization Team (formerly ViSa Modpack Team) has developed a new and truly modular XML loading system that ANY Modder can use to be more compatible with other modules. Below is an update of our progress, please look at the info and the two XML files attached and let us know what you think.
The WoC project is not so much a mod or module as a new extension of the idea of Modular XML Loading introduced in Warlords by Impaler and released in BtS by Firaxis. The WoC Team is not looking to add every modder on CFC, but we feel this new system can and should be adopted by all modders to make a better playing experience of BtS.
Dear Friends,
A lot has changed recently with the World of Civilization project and some truly amazing things for players and modders both are available now. The WoC is not about just a mod for BtS, it is a standard for modding that makes it much easier on the modder and the player to customize.
Please read an update email from Mrgenie below and post questions/comments on the WoC Forum, http://worldofciv4.proboards57.com/index.cgi
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As you all know, we got busy quite a lot in our private lives, which accounts to the fact we didn't have a good start the first 2 months of WoC. We got a lot of interest from people, but lost their interests as they didn't see how things could work out with the total collaboration of modules/modifications.
This was due to the fact that Firaxis didn't really make a true modular feature included. In fact, it was more a
If the type( i.e. a UNIT_SEA_FOXTROT) is new, then we append it to the unit list.
If the type (i.e. UNIT_SETTLER) we delete all original Firaxis XML information of this, and we load the UNIT_SETTLER settings from the new XML file in the mod.
The APPEND of course works. but what happens when a unit, resource, building, civilization already exists? Exactly, it would mean any mod always has to know everything from all other modules/modifications ( XML files) which also leads to the conclusion, if you later add a new leader head to a civilization, ALL civilization XML's in ALL the Modules have to be updated...or else they get overwritten and only the last loaded module is active.
The current Firaxis system in BtS isn't a Modular loading system, it's an APPEND else OVERWRITE system.
A lot of people lost interests in the WoC project because of this fact(which indeed would have lead to problems sooner or later, rather sooner). We actually thought of closing the WoC down and doing a 'regular' mod but now things have changed.
Impaler unfortunately got halted on development since he will be a working at Firaxis. We wish him good luck and hope he'll lead them to more success, especially to any future Civ5! Since I now know Impaler will be offline a lot, I've taken the task to develop a true modular loading mechanism, and I'll finish the control loading mechanism Impaler has started on as well. So, the WoC is now finally coming to the stage of TRUE MODULAR and MODULAR LOADING CONTROL!
What we now need, is people to actually join either WoC or at least take care of Modules to include in WoC. Either SDK/Python/XML/Artists..
I know many people lose interest in a project if nothing happens, which was the case for almost 2 months. It’s bad to start a thing and then don’t do anything, but now we have something functional to work with.
Therefore we need someone to lead the whole team(will be TAFirehawk, he has good experience with that, taking care of the bug tracker, roadmap, etc) , someone to lead SDK development(which will be me I guess now Firaxis stole Impaler from us) and someone to lead Python development (hope to find someone who can do so)
What I ask from all of you, if you are still interested, and I sincerely hope you are, to register(if you haven’t done so already) at: http://jabber.worldofcivilization.net:9090/plugins/registration/sign-up.jsp
And use Jabber to communicate with us, ask what you can do, tell us what Modules/Modifications(or anything else) you have done already or plan to do in the WoC context.
To login to the Jabber server is very simple, download Spark or PSI(Spark is preferable) point it at the servers address: jabber.worldofcivilization.net and use your login data(after you have registered at the link mentioned previously of course)
Yours,
Mrgenie (head SDK development, for now)
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You can find an example of the Ice Breaker module's unitinfos.xml posted in the WoC Forum. I think it really takes looking at the xml to understand how easy modding can become using the WoC format/standard.
While the Jabber chat isn't required, it is an immediate way to reach us nearly 24 hours a day (since the WoC team covers countries all around the world). If chat isn't your thing, I still read every post on the WoC Forum, http://worldofciv4.proboards57.com/index.cgi , so each and every person can communicate with us.
TAfirehawk (Manager)
The WoC project is not so much a mod or module as a new extension of the idea of Modular XML Loading introduced in Warlords by Impaler and released in BtS by Firaxis. The WoC Team is not looking to add every modder on CFC, but we feel this new system can and should be adopted by all modders to make a better playing experience of BtS.
Dear Friends,
A lot has changed recently with the World of Civilization project and some truly amazing things for players and modders both are available now. The WoC is not about just a mod for BtS, it is a standard for modding that makes it much easier on the modder and the player to customize.
Please read an update email from Mrgenie below and post questions/comments on the WoC Forum, http://worldofciv4.proboards57.com/index.cgi
-------------------------------------------------------------------
As you all know, we got busy quite a lot in our private lives, which accounts to the fact we didn't have a good start the first 2 months of WoC. We got a lot of interest from people, but lost their interests as they didn't see how things could work out with the total collaboration of modules/modifications.
This was due to the fact that Firaxis didn't really make a true modular feature included. In fact, it was more a
If the type( i.e. a UNIT_SEA_FOXTROT) is new, then we append it to the unit list.
If the type (i.e. UNIT_SETTLER) we delete all original Firaxis XML information of this, and we load the UNIT_SETTLER settings from the new XML file in the mod.
The APPEND of course works. but what happens when a unit, resource, building, civilization already exists? Exactly, it would mean any mod always has to know everything from all other modules/modifications ( XML files) which also leads to the conclusion, if you later add a new leader head to a civilization, ALL civilization XML's in ALL the Modules have to be updated...or else they get overwritten and only the last loaded module is active.
The current Firaxis system in BtS isn't a Modular loading system, it's an APPEND else OVERWRITE system.
A lot of people lost interests in the WoC project because of this fact(which indeed would have lead to problems sooner or later, rather sooner). We actually thought of closing the WoC down and doing a 'regular' mod but now things have changed.
THE SOLUTION IS NOW HERE!!!!
Impaler unfortunately got halted on development since he will be a working at Firaxis. We wish him good luck and hope he'll lead them to more success, especially to any future Civ5! Since I now know Impaler will be offline a lot, I've taken the task to develop a true modular loading mechanism, and I'll finish the control loading mechanism Impaler has started on as well. So, the WoC is now finally coming to the stage of TRUE MODULAR and MODULAR LOADING CONTROL!
What we now need, is people to actually join either WoC or at least take care of Modules to include in WoC. Either SDK/Python/XML/Artists..
I know many people lose interest in a project if nothing happens, which was the case for almost 2 months. It’s bad to start a thing and then don’t do anything, but now we have something functional to work with.
Therefore we need someone to lead the whole team(will be TAFirehawk, he has good experience with that, taking care of the bug tracker, roadmap, etc) , someone to lead SDK development(which will be me I guess now Firaxis stole Impaler from us) and someone to lead Python development (hope to find someone who can do so)
What I ask from all of you, if you are still interested, and I sincerely hope you are, to register(if you haven’t done so already) at: http://jabber.worldofcivilization.net:9090/plugins/registration/sign-up.jsp
And use Jabber to communicate with us, ask what you can do, tell us what Modules/Modifications(or anything else) you have done already or plan to do in the WoC context.
To login to the Jabber server is very simple, download Spark or PSI(Spark is preferable) point it at the servers address: jabber.worldofcivilization.net and use your login data(after you have registered at the link mentioned previously of course)
Yours,
Mrgenie (head SDK development, for now)
--------------------------------------------------------------------------------
You can find an example of the Ice Breaker module's unitinfos.xml posted in the WoC Forum. I think it really takes looking at the xml to understand how easy modding can become using the WoC format/standard.
While the Jabber chat isn't required, it is an immediate way to reach us nearly 24 hours a day (since the WoC team covers countries all around the world). If chat isn't your thing, I still read every post on the WoC Forum, http://worldofciv4.proboards57.com/index.cgi , so each and every person can communicate with us.
TAfirehawk (Manager)