Impaler[WrG]
Civ4:Col UI programmer
I would like to bring up some issues and thougts about the present and future course of the project and stimulate some debate on it.
My main consern is that in my judgment at our current pace we will never achive the goal of a universal DLL base for community use. Were making good mods ourselves but 90% of the work is done outside our project by people who have no interest in working in a team environment or doing the work nessary to combine source code. Many otherwise good mods arn't being made toggleable further incressing the difficulty of inclusion. Instead were seeing adsactly the kind of fragmentation I feared, the more experienced moders are creating their own standalone DLL/Python/XML mods which have such tight linkage and limited options that their incompatable with our standards. Yet these mods have become the dominant ones out their, our own releases have gone almost totaly un-noticed. The main reason for this is our lack of imediatly playable content.
We should capitalize on the Warlords release (and likley patches) to shake things up and re-organize. Some of the things I think we should do to atract developers and players.
1. Always have REAL content to show off with any new tools/features not just demos and be comited to supporting these new mods in their own right. I have desided to adopt this philosophy with all my future mods. My current work is focused on Wonders and will be accompanied by a pack of new Wonders combining new code and new art.
2. Post each Component/Mod as its own thread under ModComponents, their we can give a detailed description of the workings of the Mod and the Code that make it possible. It will also serve as a centralized bug reporting location for anyone using the mod. The post should have a link the the main CCP thread along with a Download of just the modified files.
3. Open these forums to the general public, their rather dead right now with only a hand full of people posting. More interest would likly be generated if people could come in and see what were uptoo. Their will ofcorse be anoying Newbs who want us to show them how to edit XML but for the most part I think it will attract developers.
4. Post the current CVS modified files in a public place (such as the current CCP thread on the Mod Components forum). 90% of the Coders out their have no exerience with CVS and lack the desire/patience to learn it. This seems to be a major reason for them not wanting to join up with us. By providing the code in a more convenient location its more likley they will see it , look at it and use it as a basis for their own work which will make integration that much easier. The core developers can and will continue to use the CVS and have control over it so we get both security and greater publicity.
My main consern is that in my judgment at our current pace we will never achive the goal of a universal DLL base for community use. Were making good mods ourselves but 90% of the work is done outside our project by people who have no interest in working in a team environment or doing the work nessary to combine source code. Many otherwise good mods arn't being made toggleable further incressing the difficulty of inclusion. Instead were seeing adsactly the kind of fragmentation I feared, the more experienced moders are creating their own standalone DLL/Python/XML mods which have such tight linkage and limited options that their incompatable with our standards. Yet these mods have become the dominant ones out their, our own releases have gone almost totaly un-noticed. The main reason for this is our lack of imediatly playable content.
We should capitalize on the Warlords release (and likley patches) to shake things up and re-organize. Some of the things I think we should do to atract developers and players.
1. Always have REAL content to show off with any new tools/features not just demos and be comited to supporting these new mods in their own right. I have desided to adopt this philosophy with all my future mods. My current work is focused on Wonders and will be accompanied by a pack of new Wonders combining new code and new art.
2. Post each Component/Mod as its own thread under ModComponents, their we can give a detailed description of the workings of the Mod and the Code that make it possible. It will also serve as a centralized bug reporting location for anyone using the mod. The post should have a link the the main CCP thread along with a Download of just the modified files.
3. Open these forums to the general public, their rather dead right now with only a hand full of people posting. More interest would likly be generated if people could come in and see what were uptoo. Their will ofcorse be anoying Newbs who want us to show them how to edit XML but for the most part I think it will attract developers.
4. Post the current CVS modified files in a public place (such as the current CCP thread on the Mod Components forum). 90% of the Coders out their have no exerience with CVS and lack the desire/patience to learn it. This seems to be a major reason for them not wanting to join up with us. By providing the code in a more convenient location its more likley they will see it , look at it and use it as a basis for their own work which will make integration that much easier. The core developers can and will continue to use the CVS and have control over it so we get both security and greater publicity.