CyberChrist
You caught my attention
@eireksten:
I fear that none of your "obvious solutions" would exactly increase the modability of ciV.
I fear that none of your "obvious solutions" would exactly increase the modability of ciV.
@eireksten:
I fear that none of your "obvious solutions" would exactly increase the modability of ciV.
This is where we disagree, if you make it hard for modders - or outright deny them - access to make use of ANY content (that was previously available) then - yes, that is effectively a decrease in modability.They don't decrease moddability either (except perhaps for the one where it's not allowed).
It is not a matter of whether you can have a mix of DLCs and mods installed at the same time. The question is whether you HAVE to have the ALL the same DLCs installed that a specific mod is using content from.I think the problem is that in Civ IV, mods tend to be mutually exclusive, so most people aren't seeing how you can have "DLC" and "mods" active at the same time without the latter supporting the former.
Why does the Ferengi rule "Let the buyer beware" spring to mind here?However, in many "highly moddable" games, they are not mutually exclusive. Instead, it is up to the user to avoid conflicts. For myself, if I were designing Civ V to be "highly moddable," I'd categorize the changeables to make mods, well, more modular.
Example:
Import Scripts/Ruleset: (Rise of Mankind)
Import Civilizations: (Fall from Heaven II) (DLC pack 1, DLC pack 2)
Import Units: (Fall from Heaven II) (Rise of Mankind) (DLC pack 1, DLC pack 2)
Import Technology: (Rise of Mankind)
Import Tileset: (Fall from Heaven II)
This is a very basic structure and I'm sure I'll get some guy yelling about my hypothetical, "WHAT ABOUT THIS CASE, WHAT ABOUT THAT CASE" to which I'll respond "Then wait for the ****ing podcast or come up with your own ideas."
This is where we disagree, if you make it hard for modders - or outright deny them - access to make use of ANY content (that was previously available) then - yes, that is effectively a decrease in modability.
It is not a matter of whether you can have a mix of DLCs and mods installed at the same time. The question is whether you HAVE to have the ALL the same DLCs installed that a specific mod is using content from.
We already know that the first DLC (being renamed as "DE") will be sold.Well, you don't even know that DLC isn't freely distributable through mods (which was one of my suggested solutions, btw, mods being free to use all content freely).
This still doesn't decrease moddability of the game. It adds a requirement to be running the mod. But as stated, you don't know that this will be the case.
In any case, if they didn't release any DLC at all, you wouldn't be able to use it in mods either. I don't see that increasing moddability over these suggestions.
Indeed, but then that is also why I write "if".Well, you don't even know that DLC isn't freely distributable through mods (which was one of my suggested solutions, btw, mods being free to use all content freely).
And having to meet any such hardcoded requirements (if that is indeed how DLC will work) has never been the case before with any officially added Civ content (from a technical perspective) - and it would thus represent a reduction in modability for anyone wanting to make use of that content.This still doesn't decrease moddability of the game. It adds a requirement to be running the mod.
If they are going to lock the content of the DLCs then personally then I'd rather that they didn't make use of DLCs at all - and stuck with Expansion pack system instead.In any case, if they didn't release any DLC at all, you wouldn't be able to use it in mods either. I don't see that increasing moddability over these suggestions.
It is not a matter of whether you can have a mix of DLCs and mods installed at the same time. The question is whether you HAVE to have the ALL the same DLCs installed that a specific mod is using content from.
Why does the Ferengi rule "Let the buyer beware" spring to mind here?![]()
Modding with DLC is impossible, my friends. This is why The Elder Scrolls IV: Oblivion has no mods but a bunch of DLC, and Fallout 3 as well. I mean, who the hell can get around DLC these days? Pfft.
Are you kidding? I've played fantastic Oblivion mods. There are countless!
I'm not terribly familiar with Civ4 modding, but everything I know about programming says that the addition of a civ shouldn't change/break anything. I don't see why any mod would *need* Babylon for it to operate, and I don't see why any mod would break if Babylon was there. In a properly modular system, it shouldn't matter what civs - or even how many - I have installed when I apply another mod.