You could just open the config.xml file and put the correct path for each base (game and expansions).
This thing looks like it has a ton of potential! Thanks again for coding stuff like this for us programming illiterates, i look forward to seeing the next update!
Unfortunately I "coded" myself into a corner, so basically I have to rewrite certain parts to make it faster and more flexible (it's a memory hog in its current form). Working with XML files directly is so slow...
I think I'll take a more conservative approach and allow you to edit stuff independently of Civ and then allow you to "compile" all your mod changes into an XML file instead of working with it directly as it is today.
I was wondering, will you be able to make the changeover to being database driven and not real-time without losing all the work that you have done so far on the unit and tech editing menus and such? Also, are you planning on including building/wonder, civilization, and civic editors, etc, in addition to the unit and tech editors?
Thanks again for providing this for the community, I hope that the cold you had is long gone and wont keep you from your creative coding![]()
I would probably have to rewrite the two editors. I'm not sure if I want to continue making it semi-open source with Python either. One thing I've noticed is that it is really time consuming and boring to make the GUIs through code (as it is now), even if Python is amazing and one of my favorite programming languages. If I continue with Python I will at least make an editor that will allow me (and you) to easily design a GUI and then compile or translate the whole thing to Python. It will make my life so much easier and will boost productivity by 200% or something..
The plan is to make a fully working Civ editor, I just need to decide what approach I want to take in terms of it being somewhat open (Python) which would allow anyone to adapt it to their liking or fully close sourced (no Python) which would allow for really advanced graphical editors (think of the tech editor but 2-4 times better). I'm trying to come up with a solution that would allow both. At this point, I am considering making it completely open source (which would require Pascal/Delphi skills if anyone wants to customize) and get rid of Python. I am just not sure what to do at the moment.
At least that gives me an excuse to stay home from work and code from the couch![]()
Well, I am not going to be designing any GUIs anytime soon, thats way out of my league![]()
But you're right of course, if I can make a better editor by keeping it closed source, then maybe that's the way to go. I am currently working on an add-on for Flight Simulator X but I will be coming back very soon with a working Tech Editor demo as a stand-alone program. I need to make a demo to see how a database driven CivSmith would work compared to the current version (Probably better).
So make sure to come back and check it out in a couple of weeks!
Also, people that can edit the editor are probably able to edit the Civ4 files directly without a lot of hassle. The mod editor has two uses 1) make modding way more accessible to those who are not very well-versed with computers and 2) make modding easier for those who already have a grasp of what they're doing.Hehe, of course notI'm just saying that I want people with Python knowledge to be able to adjust it to their liking.
But you're right of course, if I can make a better editor by keeping it closed source, then maybe that's the way to go.
Do you plan to add more editors mew?
Ones for Civilizations, Buildings, Wonders, and Promotions would all greatly flesh it out into being an all encompassing program mew.
Can this be used to edit improvements and such? Or civics?
Also, people that can edit the editor are probably able to edit the Civ4 files directly without a lot of hassle. The mod editor has two uses 1) make modding way more accessible to those who are not very well-versed with computers and 2) make modding easier for those who already have a grasp of what they're doing.
I think focussing on the former is more important, because it allows more people to participate in the modding fun - whereas people who are willing to venture into the editor code are probably ambitious and knowledgeable enough to reach the limits of any editor very quickly anyway (like editing the Python and/or SDK parts of the game)
Cheers, LT.
...the original idea was that more advanced and larger mods (with custom tags and so forth) could be supported by allowing devs and users to make their changes/additions to the application through Python. The sad thing is that a fully close sourced editor wouldn't be able to fully support all mods - only standard Civ/War/BtS/Col mods.
It seems like I will have to abandon the original idea after thinking about this for over a month nowsad
but hey, this will lead to a better editor with more features so it will most likely pay off
D).
I am really looking forward to a "basic" editor with a plethora of useful features! It still hasnt happened yet (going on how may years since Civ4's release now?).
I used to be a quality assurance lead at a software company for a couple of years. Sometimes the hardest decisions are made before any code or art for a project is started, what features do we include? How much will this benefit the average user? Is this interface intuitive? etc.
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Plus CivSmith could still edit the "basic" content of an "advanced" mod right?).
when I attempt to run this program I get this error:
Error 193: Could not open Dll "python25.dll"
followed by:
Python could not be properly initialized. We must quit.
I made sure that all pre-requisites were properly installed. I also made sure that I ran the program as an administrator (Vista). Any assistance would be greatly appreciated.
Yeah I'm surprised too and was hoping that someone would have made an editor when I came back here a year ago. I suppose my project is the very definition of taking matters into your own hands![]()
You'll receive a PM when it's time to test![]()