Civ4 "Hard-core" Customization

FinnTitan

Chieftain
Joined
Nov 5, 2001
Messages
16
Location
Finland
Hi,

I was wondering what Firaxis meant with "even creating a game loosely based on civilization".. Does that mean I can create completely different trading system with enough programming skill? If anyone has better information about this, I would be grateful..

I think Civ2 had the best trading system so far. You could transfer freight with caravans/freight to cities far away with great revenue. I would like to see that with improved features. For example, I have a city that has a square which produces oil. Oil is required to build tanks and my rival has a knowledge but doesn't have oil/wishes to by it at high price. I could build a freight in my city and load it with oil. Then I would move my freight to that rival city demanding it and collect my cash when arriving. My rival could then build one tank unit. These freight units could also be captured (pirates) and used by the capturing nation.

That XML/Python-style programming doesn't seem to make it possible(?). Also colonization type colonist/civilian management is another thing I would like to see :) .
 
Why do you think XML/Python-style programming wouldn't make it possible. I've developed full application programs much more complex than what you've decribed using just Python.
 
I don't think what you FinnTitan described will be possible using only Python. I believe the trade system will be deeply integrated in the game code. So you will have to use their source code / ai SDK to change that. But that will also be possible ... they said they would release the SDK with the game. You will need C/C++ knowlegde to implement your ideas.

Python will be used for scripting events and the interface. I. e. it will be possible to implement new unit commands or completely new advisor screens - not only a new graphical style but with new options and new information groups in addition to the existing ones.

Civrules mentioned is his cIV news thread, that Firaxis plans to use Boost.Python. That is somewhat nearer to C++, or easier extensible through C++ ... perhaps someone who knows more about it could post a quick summary!?

http://www.boost.org/
 
Boost Python is just the standard way to connect C++ and Python.
 
Poisos said:
I don't think what you FinnTitan described will be possible using only Python. I believe the trade system will be deeply integrated in the game code. So you will have to use their source code / ai SDK to change that. But that will also be possible ... they said they would release the SDK with the game. You will need C/C++ knowlegde to implement your ideas.
If they implement it properly you'll be able to code it in Smalltalk, or machine language, or even MyNewScriptLanguage2005 for all they care. They're just giving you an interface to connect to.
 
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