Dale's Mod Blog

Close enough provided you remember to make the change. Still lightyears ahead of "change file, reload mod, start new game to test it out".

This is me right now. :banana:
 
It all looks quite excellent! A slightly delicate question for Dale, or perhaps anyone else who has experience with GameSpy: how tough will the system be on "borrowed" art such as 2D images. I'm thinking specifically of leader portraits and such (as in Fall From Heaven II and many other civ4 mods) that are gathered from various sources. My own intension is to use some of these and give full credit to artists (by name) and not modify images except for some minor cropping. I really hope that my question doesn't trigger a whole lot of discussion. I'd just like to hear from those who really know something about this so I can proceed with my plans or drop the whole idea entirely.

If it's other's mods you want to use (ie: you want to use Joe's Portugal Civ in your mod) then the following quote from the blog is the best way to use and give credit to other's work:

Versioning of your mod is all controlled by MB and all mod parameters are set within MB (for instance, setting other mod dependencies and exceptions). Yes, you can set in your mod what other mods it depends on and what other mods it doesn't work with (so the player will not be able to activate those mods if yours is activated in Civ5).
 
Thank you Dale, I added your blog to my rss reader :goodjob:

I'm really eager to help with/do some modding for Civ V, I missed out on it in IV.
 
Wow, game modability seems to have taken a - giant leap for mankind.
 
I didn't see a thread about this, if there is one, can a mod merge this there please?

Dale did a brilliant overview of the Modding process over his blog. The link is on his signature, but I copy here for easier of reference http://www.weplayciv.com/forums/entry.php?15-Dale-s-Mod-Blog-Civ5-Modding-Explained&

So, looks like there is an array of impressive tools for you to mod in there. Dale, and other beta testers who have access, I have a few questions that you sure should be able to answer:

1. We were discussing tools around, is the Mod Buddy robust enough to substitute it? Will we need to fallback to different tools or do you think the IDE is good enough?

2. You said that the Mod Buddy controls versionning of the mod, which sounds fantastic, but does it have an SVN, GIT or something built in to allow for distribute development? If not, how does the files get organized on the system? Is it easy enough to set a GIT repository and share it?

3. About the Tuner, besides debugging, which by the way is pretty fantastic and basically soothes one of my fears, you said that you can change parameters live. Is it fast integrated to the game?

4. If one does not want to use the Mod Hub, where in the workflow you can stop? Can you go all the way and just not submit it through the Hub? Do you still need a GameSpy account in this case? Does the Mod Hub help making the package?

Thanks for a great overview by the way. Looks like they did a fantastic job on the modding tools.
 
Try this thread: http://forums.civfanatics.com/showthread.php?t=380214

;)

1. We were discussing tools around, is the Mod Buddy robust enough to substitute it? Will we need to fallback to different tools or do you think the IDE is good enough?

The IDE will be good enough. Though for the first few SDK patches you may want to keep trusty old notepad++ around and just add the files to ModBuddy when you're ready to package.

2. You said that the Mod Buddy controls versionning of the mod, which sounds fantastic, but does it have an SVN, GIT or something built in to allow for distribute development? If not, how does the files get organized on the system? Is it easy enough to set a GIT repository and share it?

Yes. Not for source files, but for package files (which are just 7Z archives of your mod). The Packaging folder in your ModBuddy project directory contains every iteration's package.

3. About the Tuner, besides debugging, which by the way is pretty fantastic and basically soothes one of my fears, you said that you can change parameters live. Is it fast integrated to the game?

Is a one second pause fast enough? :)

4. If one does not want to use the Mod Hub, where in the workflow you can stop? Can you go all the way and just not submit it through the Hub? Do you still need a GameSpy account in this case? Does the Mod Hub help making the package?

You can upload the civ5mod package file to the files database (and skip the upload process). Players then download the civ5mod file, place it in \My Games\Sid Meiers Civilization 5\MODS\ folder and then go into the mod browser. It'll automatically install.

EDIT: For clarity - just zipping up the ModBuddy project directory for your mod and uploading it WILL NOT WORK! The mod browser will only install civ5mod files. When you compile a mod in ModBuddy it automatically adds the mod to Civ5 so you don't need to worry about this locally. But when spreading the mod to others you need to spread the civ5mod file. :)
 
Awesome. Thanks for the answer and subscribing to that thread. Thanks for the blog posts. I will post my next question there and if a mod could merge these two threads, I think they are in order.
 
Hey Dale, continuing the questions I had on the other thread. And now that the game is indeed live, how easy do you think it will be to have multi-people development. Just set a GIT, SVN, etc repository and share the code files? Any problem we might have with the modbuddy packaging?
 
If you setup a SVN or whatever and base the branches off each other's ModBuddy project directory, I can't see it being a problem. Just remember to package off the trunk. ;)
 
Great news and thanks Dale.
Do y'all recall, did the Civ IV mods come out on its first day of release too?
 
Great news and thanks Dale.
Do y'all recall, did the Civ IV mods come out on its first day of release too?

Some basic mods did. It wasn't till the full SDK was released a few months later that we started seeing some awesome mods.
 
Dale or Valkrionn, quick question...

Can you reuse maps with mods? In other words, if I create a map and place standard Civs on them, can I then use that map and put DLC or modded Civs on them as a seperate file?

I ask because I am sure that maps I create (Earth or original) that have pre-exsisting Civs on them would benefit from having multiple versions for vanilla and DLC/Mods!
 
Three questions for your Dale.

1) What does IDE stand for. I'm use to acronymns getting defined :P.

2) How are units going to be created? Will I need to get 3ds Max to do anything with unit graphics/animations? I couldn't find that in your second blog Civ5 Modding Explained. I thought I remember that being an expensive program.

3) I'm hoping if we use 3ds Max is it going to be possible for all those people that built great units for Civ 4 going to be able to import their units into Civ 5? At least give them a good starting point maybe not a straight conversion.

Sorry for the noobish questions I'm just going to try and learn how to mod Civ 5 and no better way that to ask the pros.
 
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