how long does creation take?

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Jun 22, 2005
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A question to all of you, who have experience in mod-ing. How many hours does it approximately take to make a mod?
How long does it take to change the rules?
How many hours for civilopedia?
How long does it take to test and fix bugs
Can you please give me estimates of how long you needed for your mod?
This information could be useful for all those of us, who also plan to try to make a mod or scenario.
 
It all depends on how big you want your mod to be :lol:

If you want to just change a few things, add 5 units etc, it shouldn't take long.

If want to make a huge mod, with all sorts of tweaks, tons of new units, totally changed gameplay etc, it'll take a lifetime :)
 
ichbinsehselber said:
A question to all of you, who have experience in mod-ing. How many hours does it approximately take to make a mod?
How long does it take to change the rules?
How many hours for civilopedia?
How long does it take to test and fix bugs
Can you please give me estimates of how long you needed for your mod?
This information could be useful for all those of us, who also plan to try to make a mod or scenario.
A long, long time.

You have to make decisions, and not just quick ones - but well thought out ones, otherwise the play could be unbalanced. You need to learn how to change each thing, which is a combination of tutorials, help threads, and trial & error. Civilopedia is easier, but very boring - so it tends to not get done or done with little detail. Special units/maps can add much time, even if it's just in the form of finding one's already made. This forum is huge - going through everything can take days. Intangibles are the killer - things you didn't think of, or decided to add later, or bugs/errors, especially if it means going back to digging up something in the forums that you saw the first time through.

For a first timer, several months. For an experienced modder, several weeks. This is assuming you have no social life and much of your day/night available to work on it, not to mention a computer fast enough to not waste your time at various loading points. If you choose to have new units (one's being created for your mod), triple the time frame. Should you choose to work in a team, it will help ensure better ideas and immediate assistance with any setbacks, however, it will slow progress way down since you will always be waiting on someone.

Now that I've scared you, do it anyway. Make your own map. Make your own scenario. Learn the little things. It's worth it in the end.
 
ok, this gives me something like a clue. So it is only something for people who do not have a full-time job. ;)
Maybe I should just tell some of my ideas to people who are already creating?!^^
 
Well it depends. What are you trying to do?

A mod is different from a scenario. How much detail you want in either is the main aspect of time.

I mean I could probably make an 8-Civ mod in a week, assuming all the desired units/leaderheads/improvements/etc are available somewhere in these forums. Without testing or typos (errors), maybe even a 3-day weekend.

Tell us what you want to do and we can give you a better idea of time, as well as options.
 
Your best bet is to create a "map" of where you want to go on paper first. Layout your tech tree with any new techs added and add to it all the units, buildings, wonders, etc, you want connected to each one. Create a units roster with all the stats of your new units and include the new stats of any units you wish to change as well. Once you have that you can begin to make your mod as you will have a clear direction of where to go and what you need to do to get there. The mod I play is my own personal one that I have spent over a year building and tweaking. It is awesome and provides a huge amount of challenge and enjoyment for me. I say, the longer you spend on it, generally the better it will be. Good luck!
 
The one year aniversary of the Warhammer 40K mod is this month and porgres shas been... slow... That mod is a Total conversion

On the other side, I cobbled together the Goldflash Altered Tech Tree Mod in three months. That has new units, a new tech tree, some new civs. And most of thoes three months was me going 'Wow. I should really work on my mod".
 
A long time, particularly so far as play testing each collection of changes, and incorporating all the new units as they come along. The 'bit' I don't bother with is the Civopedia - Civilisation wasn't / isn't like that!!!
 
Zeekater said:
It all depends on how big you want your mod to be :lol:

If you want to just change a few things, add 5 units etc, it shouldn't take long.

If want to make a huge mod, with all sorts of tweaks, tons of new units, totally changed gameplay etc, it'll take a lifetime :)
Lifetime... brrr I hope I'll be faster in the end :lol:

-My first mod (Civ3) took only a few days to set, about 70 units added, played it 2 weeks to sort out the problems
-The second mod (Ptw) took me considerably longer as Ptw brought along the pedia file entries and I had several mix-ups till I got it right first time, that already took me about 3 weeks. In the end it was a continuation of the former one I had done, along with all changes of the first and about twice as many units, half a dozen tech advances,a few buildings and some new resources, etc
-Third Taking (C3C)... well, what can I say, I restarted making the third one at several times, not having ever finished- there is always new units and ideas to the extend it is a right out hotch potch. It might be that I am envisioning it in too large a dimension with around 800 units, 100 new buildings, new terrain files and types, 6 times as many resources as in C3C envisioned. The mod features a further customized 362x325 map (el mencey's), landmarks, new experience point balancing, new civilizations, government types, citizen types, advances, a vast change of the advances set-up with new techs in many areas and every era, even an entirely new dificulty level setting balanced for such a huge map... Years, mate...
 
I worked on my latest mod all day over 3 weekends and a one week vacation. That doesn't count time piddling around with ideas or the learning curve time on earlier mods. And I'm sloppy and I steal nearly everything. I start with a tech tree, which I plan in power point with the units buildings buildings etc that each tech gets you written in tiny letters under the tech name. I keep a blank tech tree in my editor with 160 tech positions and just type the powerpoint info into the editor. As I am doing this I have a notepad file open and type duplicates of everything into it. When I'm done I cut and paste that into a pediaicons, with some Replaces. I usually steal a whole unit pack from somebody and reference my units to that. I replace all icons with one icon which I cut and paste into the Pedia over and over. For example, research lab for all buildings. SETI for all wonder splashes. Coal for all resources. Then I play test it "ugly", ie without any civilopedia or special art. Then I play test it, add some art, play test it, add some art, play test it, add some art. I do a lot of screencapture with Image Forge, resizing and color changes with Gimp, and fix pallettes with Jasc. When I'm done I take copy a civilopedia.txt, cut it to the bone, do a bunch of replaces, then type in text for everything in the form of single examples I leave for the purpose--sans crosslinks. I start the whole design progress with a balance plan for the progress of a game, and every time I playtest I come back with something to tweak. I also use the debug function in Scenarios on the editor to watch how the AIs do.
 
There is no answer to the question, because a mod is never really finished. Even the most polished mod downloadable from these forums is always a work in progress, as the intermittent issuing of patches or new versions for most of them shows.
 
It also depends on how much time in hours you can spend doing it. And also, if you are ready to find your mistakes and solve them, fix the balance, etc, thare are many things involved. For example, right now I´m starting another mod, and before everything, I started making notes on papers and looking for information, before even thinking on opening the editor.
 
I can't measure in minutes, hours or days the time I spent on my 945mb mod. It's more like months (Aug 2003-June 2005). But then again as the Evo-Games news states, it's a whole new game. It doesn't play quite the original game.
 
hmmm, god created the world in 6 days. but by reading most of the previous posts you can gather that it takes mere humans a fair while longer. I, myself have begun creating a spanish conquest mod. i spent 6 weeks researching all facters involved... Native cultures, arcitecture, navel vessels, soldiers, geological locations etc. Then i went through all research data printed it all out and high-lighted every bit of important data (some times whole pages are high-lighted). After that i then spent 2 weeks downloading files from this forum/community which i though i'd use, you always download more than you need. but anway, thats 2 months before i even wrote down on a piece of paper what i wanted/needed/intended to use... hundreads of pages of writing all organised in a file. Faqs and tutorials printed out and learned some times off by heart. that took up some of my time.

I started modding a year or more ago with civ 3 vanilla un-patched without the use of any tutorials what so ever as i didnt have the internet. trial and error takes up a fair bit of time.

I find that writing down what needs to be done quickly on a piece of paper for each task. Say, to add a leaderhead... i make a checklist of what i need to do. eventually you learn off by heart. when you know what your doing you waste less time but you still learn to test it anyway just to make sure you've done it right.

By the time you start editing rules and using the editor properly you've forgotten things like making sure newly added units are only available to the dedicated civ, it may sound stupid but these mistakes do happen.

editing general civ files such as pediaicons & civilopedia may seem like the hardest thing to do. but really it isnt, some times it may take more time than not to write a civilopedia entry from skratch, but most of the time its copy and paste. other things like map editing may take phenominal amounts of time to do/complete. but when all thats done, when your mod is finished. (im not sure about all the other modders but,) i play what i call a debugging game all the way through (includding all functions such as space race and so on) and list ALL malfunctions. once i finish the game and correct all the problems a play another full game to see if i've missed anything and to see if my corrections worked!

As i've never posted a mod/scenario before i havent experienced this personally, but the first few posts on other mods have been fantastic... and then all of a sudden people start posting problems which may dis-hearten you and you may even persuade your self to quite. DONT, the fact that youve manage to reach that stage in its developement says many positive things about you! user feed-back is the best thing that can happen to you at this stage as you can correct every mistake descoved by many many people and you eventually improve upon not only your mod but also your knowledge of the modding process and also that of the civfanatic forum and its other members.

i person have found that during the modding process, coming to the civ fanatic forum is like shore-leave. a coffee break during the D-Day landing :goodjob:.

The most fantastic thing is that if you need help, if you ask for it... you'll get it. Personally, nothing beats being able to help others after you've been helped your-self.

My first mod was simple. I added in a ship of the line... i always hated how civ never really had a proper ship of the line shipped with it. that only took 30 minutes for me to do withoug any knowledge what so ever of civ 3 series editing. creater walk-throughs are a god send!

anyway, i've rabbled enough. but i have one more piece of info, take you time... dont rush it.
 
The first beta of Master of Myrror was done in 2-3 months with me working my ass off. The finished 1.0 was done in about six months with me working still very hard for the 3-4 months of beta testing. Had I given more priority to real life and my studies, it would've been easily 12 months or more. When I started the project, I had a rather firm knowledge of modding and I had one mod under my belt (the now discontinued DiverseCiv that was a standard, rather modest 'expanded epic game mod')

I also have to note that the mod underwent major changes during beta testing and all of them for the better. The first beta was a rough and unpolished thing that was by no means "done". And like Plotinus pointed out, polishing the mod takes an infinite amount of time.
 
odintheking said:
Well, God took 7 days to create the universe, but I've been at creating a scenario for a year now, and no success. Figures, huh? Maybe you'll have better luck.

God's success is still in question. That's why we're here...

I've been evolving my central mod for only 1 year, but there are several early versions, and some of them are perfectly playable. If you don't want to completely change the game, but just add some units, wonders, imps and maybe tweak the gameplay, you can make your own good mod in a couple of months, that is, if you have a full-time job.

If you had deep pockets or some other financial parachute, it wouldn't be unreasonable to learn how to make a good, creative mod in a couple of weeks. Assuming you have some historical background to begin with... :cool:
 
ichbinsehselber said:
A question to all of you, who have experience in mod-ing. How many hours does it approximately take to make a mod?
How long does it take to change the rules?
How many hours for civilopedia?
How long does it take to test and fix bugs
Can you please give me estimates of how long you needed for your mod?
This information could be useful for all those of us, who also plan to try to make a mod or scenario.
yes, like many of the others have already stated, modding isn't necessarily measured in hours, nor days, or even weeks for that matter. months are probably the best way, at least for me, to measure it.

i spent Sept '04 to about Feb '05 putting together my TCW scenario. now, i've spent the last 2 months+ putting togther and expansion of it. in sum, i've been working on this single mod for almost a year now. :eek:

it's gut-wrenching for sure but if you chip away at it, piece by piece, you'll get there eventually. this thing is, you don't want to rush it per se. have patience and an organized method to this apparent madness and you'll be pleasantly surprised at how the final product looks and plays. most importantly, however, is that you absolutely, positively need a strong desire and drive to finish your mod. i've seen many a mod touted and advertised all over and it never is released. this is not only a shame but a waste of time if you ask me...
 
Treat it like a sculpture that you chip away pieces and becomes more of something identifiable to the world every day. It becomes a work of virtual art and then you can reveal it to the world. Ok that might be too dramatic, but it does feel good to get it out there.
 
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