DLC segregation and multiplayer

1. How would I (if it didn't already exist) add in a trait like "The Glory of Rome" (20% bonus to production when a building already exists in the capital) without changing code?

2. How am I to add, say, Sealand ( :) ) with special ability of building cities on ocean tiles [that slow down foreign navies that come within 6 hexes], without changing the code?

3. We are told UUs/UBs are also being given more unique abilities rather than simple stats changes from base units/buildings. So again...unless provision for a unique ability already exists in the code how do we create a new UU/UB with a great new unique ability without changing the code?

4. ...and more to the point how does Firaxis release all these new Civs, with great new abilities, as DLC...unless all the special abilities they want to use are already in the code and available, which seems just a little too convenient, not to say prescient...without changing the code?

5. I guess it is possible these abilities are all done through LUA, but that means any special ability I might dream up is limited by the available hooks.

Does anyone have any thoughts on this?

(Numbers added for my convenience)

1. Let's say I wanted to base something off Glory of Rome, so that a building in a city gives some effect. The conditional flag already exists, so you can be certain that you can use it for creating new leader traits.

2. Perhaps make a UU for Sealand that's a Settler, but for its check as to its ability, make it universal. Settlers can already walk on water, so the game will check, see that it is on the proper terrain (since "water" is in the subset of "all terrain"), and let you build a city. Good luck getting hammers, though. ;)

3. I'm not familiar enough with LUA as to how much you can modify. Consider the theoretical trait Bodyguard, which gives any military unit +50% defense if it occupies the same hex as a civilian unit. Perhaps - actually, almost certainly - you'll be able to write some conditional for military units and location, or possibly write it as a terrain bonus only your mod civ gets. You'd be amazed what you can do with simple conditional checks. For anything more complex (e.g., adding in a Moon map that is played alongside the world map for future era), you'd have to delve into the code documentation; at this point, only Firaxis knows.

4. Firaxis can always release SDK patches that expand the tools available. To reuse an example, I might not be able to make my Moon mod on day one, but after enough updates to the developer tools I very well may be able to.

5. Naturally, any modder/developer is limited by their tools available. It sounds like Civ5 will have a very flexible SDK, but it can't do everything imaginable. Nobody's going to be coding Super Mario Bros. in Civ5.
 
Boys and girls, let's not make this into another thread about Steam and bandwidth for DLC downloads. The OP was about how multiplayer would work in a mixed environment with some people having certain DLC and some people not having it.
:goodjob:
 
Actually, this is a point that has been worrying away in the back of my mind, and I think now it's ready to leap out...

Civ4 had the simple, and easily modded, approach of traits where a Civ/Leader is simply assigned two traits from a short list; in Civ5 each Civ has a special ability which is more unique...but how does that get modded in? How would I (if it didn't already exist) add in a trait like "The Glory of Rome" (20% bonus to production when a building already exists in the capital) without changing code?
How am I to add, say, Sealand ( :) ) with special ability of building cities on ocean tiles [that slow down foreign navies that come within 6 hexes], without changing the code?

We are told UUs/UBs are also being given more unique abilities rather than simple stats changes from base units/buildings. So again...unless provision for a unique ability already exists in the code how do we create a new UU/UB with a great new unique ability without changing the code?

...and more to the point how does Firaxis release all these new Civs, with great new abilities, as DLC...unless all the special abilities they want to use are already in the code and available, which seems just a little too convenient, not to say prescient...without changing the code?

I guess it is possible these abilities are all done through LUA, but that means any special ability I might dream up is limited by the available hooks.

Does anyone have any thoughts on this?

OK, my personal view is that-just like with Civ4, there will probably be a lot of "redundant" tags-tags for abilities they'll maybe want to add to civs, buildings & units down the track, but which are also useful to modders in the here & now.
As far as downloading content that contains tags not in the original game, well there's already an issue like that now. The thing is that you'll probably require some kind of "Mod" folder where you can put any Downloadable Content which isn't part of the main game & its patches. Of course, that's just an assumption on my part.

Aussie.
 
the OP question is more in the line of the Bioshock 2 DLC (2K Games too), where there was an increased level cap and some unlocks that only people that PAID for the 26kb key could unlock, because the content was already in the disc when they bought it.

It's REASONABLE to expect that if the content was in the disc when you bought it, they won't charge you to USE IT. I won't say it's plain WRONG to do that, but I will be annoyed if that's the case.

That's quite right. Afaik computer games are "protected" by copyright law. Should a company sell the whole game and then slap on it a legally unenforceable EULA saying that you can only use a portion of the copy which they sold you, I don't see how they could legally defend that. At least not where the "EULA" has no legal support (and that would depend on the country).
 
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