Dead.
Prove it right now or forever be silenced by the upcoming flood in your ingame browser(s).

Dead.
Dead.
And resurrected.
Seconded. I stopped all my efforts when dicovering that adding building art is impossible. As this meant that I stopped working - better said I never really started - on the Hungary mod and as noone else seems to work on it, there is no Hungary mod around, at least none in an adequate quality. As there is no Hungary mod around, I don't even play civ5. And before anyone gets bad ideas: I'd never take a Hungary DLC...I really think the lack of access to graphics is the killer.
Fix the base game first, then fix the modding tools.
I'd be interested in AI access (we don't really have that, right?).
The Civ4 C&C forums have 2-3x users browsing than the Civ5 C&C forums.
Once Firaxis fixes the mod tools
After hexagons and limited stacks aka 1UpT there is no way back to Civ 4
Oh, I forgot I wanted to answer this question: Wrong.I'd be interested in AI access (we don't really have that, right?).
You can adjust building, unit, tech, grand strategy flavors with real simple XML lines. Can't get easier than that.
Beyond this you can change City Focus, production orders, give direct commands to workers or military units and so on using Lua. The access to military strategy is limited indeed (even though you can modify the database entries), so it makes not much sense to try to fix the AI combat behaviour.
What he meant by "don't really have it" is we lack the capability to code the AI to recognize new concepts. Very often I think, gosh something would be a cool effect to have! Then I realize there's no way the AI could know about it.
I have no clue what you're talking about.
Sure, their financial plan is to make money with DLC bringing new civs, so they limited the modding capability in this regard.
Yes, the released game is undone, the wonder splash images showing just concept arts ("WonderConceptPyramids.dds") says it all.
But you must be blind to not see what raw gem Civ 5 really is. After hexagons and limited stacks aka 1UpT there is no way back to Civ 4 - that's the course of history.
Some missing modding options aren't at the core of the problem of the current vanilla game. It's lying somewhere completely else; it's the game design which is afraid to make feel losers like what they are: losers. Instead of letting the loser make faults, learn by trial&error and then improve and become a real winner, the vanilla game is cheating the lazy player into believing that his brainless course of action was a giant epic demonstration of human skillz dominating over the AI.
That's why I wasn't able to play through more than 2 games in the unmodded game.
You just hit enter, you win. You get attacked by the AI, you win. You attack the AI, you win.
Win, win, win?
No: time lost, time killed, time wasted.
Adjusting the difficulty slider won't solve the issue, since it just does what Mercedes did with its A class after tests showed that the car had stability issues when trying to evade an obstacle: it just put an electronic stabilization system in every new A class car, a system meant to enhance security of already stable cars, and not to cure an inherent instability.
In CiV it means that the AI boni (lat. plural of bonus) just make you feel inferior when trying to compete with the AI in areas where it's good at (economy), forcing you onto a path where the AI is lacking most (combat).
But maybe it's just my delusion after having seen from mod game testing how awfully the AI is playing, things you don't notice normally. Like AIs not building improvements they desperately need, not repairing improvements just a tile from their capital, or AI not healing their military units - I still wonder how latter was even possible, probably a half-dead unit just stepping from one tile to another for dozens of rounds (aka "scouting") instead of healing up in 3.
I am not saying that the designers and coders are dumb, they just haven't finished their job yet. The ground for a superb game is already laid, and the AI has its brillant moments. I am not one of those who isn't able to understand the logic of AI diplomacy - that one makes perfectly sense to me and is solved really well.
Some strategic decisions by the AI are splendid. I my last domination test game I got attacked twice right after I realized I may need more military units. The AI was really good at anticipating my moves and acted accordingly and well timed, using many different means (war, commerce, diplomacy, ...); and I am sure the average player will never figure out how deep this really goes. Actually I guess that most rants about CiV do come from latter type of player.
Oh, I forgot I wanted to answer this question: Wrong.
You can adjust building, unit, tech, grand strategy flavors with real simple XML lines. Can't get easier than that.
Beyond this you can change City Focus, production orders, give direct commands to workers or military units and so on using Lua. The access to military strategy is limited indeed (even though you can modify the database entries), so it makes not much sense to try to fix the AI combat behaviour.
But be patient, the basics are already there, it just needs some finetuning, like right assessment of enemies strength by the AI. A single variable in the hardcoded game part can change the outcome drastically, and turn a kamikaze AI destined to lose into a serious opponent.
Yours,
Amylion.
Notch said:After some internal discussion and general anxiety, we’ve arrived at a
plan for supporting mods. It’s still a bit vague and the details might
change after we’ve run it by our lawyers, but here’s what we want to
do:
* Let players sign up as “mod developers”. This will require you agreeing to a license deal (you only need one per mod team).
* Mod developers can download the source code from our SVN repository.
As soon as we commit a change, it will be available to all mod
developers, unobfuscated and uncensored.
* Mod developers get a unique certificate for signing their mods. This
means players can see who made what mod and choose to trust individual
developers. The cost of signing up makes sure only serious developers
have access to this certificate.
The rules of the license deal will contain:
* Mods must only be playable by people who have bought Minecraft
* You can’t sell your mods or make money off them unless you’ve got a
separate license deal with us
* The mods must not be malicious (obviously)
* We retain the right to use your mod idea and implement it ourselves
in Minecraft. This is to prevent the situation where we have to avoid
adding a feature just because there’s a mod out there that does
something similar. It’s also great for dealing with bug fixes provided
by the community.
In the long term, we hope this means people will do awesome new things
with the Minecraft engine and play around with it. We want to buy
and/or license good mods and/or total conversions and sell them
ourselves. It’s possible we might have a mod marketplace for selling
and buying mods that fans have written, or we might purchase and
integrate nice mods that fit the main theme of Minecraft.
So no, Amylion, the Flavors system doesn't even come close to the level of AI adjustability we'd need for any real modding.
I want AIs to not use nukes so often, because doing so would cause everyone to hate you.
yes it's possible, and the same for the buildings, or just about anything else having to do with the AI behavior... and even though lua is very fast and really incredible complex scripts would probably barely affect the gameplay, the problem is finding the time to write these AI scripts.I mean I haven't tried it but it's probably even possible to rewrite the combat behaviour on a strategic level, by implementing a lua based strategic assessment and either disabling the original AI strategy scheme or bypassing it by overwriting each of its decisions (resp. giving the commands to units before the original AI can do it).