Idea: Collective, Collaborative Mods

Merp

Chieftain
Joined
Dec 16, 2001
Messages
7
Location
Brisbane, Australia
Hi all

Firstly, I'll just say I only got the game recently, know relatively little about modding, and generally stand in awe of some of the great Mods I see floating about. Thanks!

One problem with modding - and it seems exacerbated by the nature of Civ3 - is that it is very difficult for individuals to take full advantage of the hard work of the Modders. When I say 'take full advantage', I generally mean using more than one mod at a time. There are a few reasons:

1. It is very hard (or tedious) for a gamer to use multiple mods. It involves multiple downloads and the dreaded intergration. There are so many issues that can be fixed or improved - civilizations, balance, units, graphics, governments, wonders, improvements but any one mod author doesn't have the time to address them all.

2. Many mods are continually being developed as bugs are found and game balance problems are corrected. This means that a gamer needs to keep an eye on the threads of all the mods he is using.

3. Mods that are each worthwhile in their own right might contradict each other. This is especially apparent in terms of graphics mods not dealing with expansions in gameplay mods. eg. Icons showing unit details in the city screen are great but what if another mod changes those details? Or what if a new civilization's UU is not scaled for a certain balance mod?

4. The use of the one gameplay file (blc) and independent mods means there is a tendency in Modders to throw in extra tweaks. eg Israel civ comes with a corruption fix. a goverment mod redos a lot of gameplay and unit balance fixes, etc.

Obviously these factors affect mod designers too, since their mods effectively compete with other mods that were designed to tackle completely different things. How many threads, for how many mods, for how many topics has the same or similiar feedback been sought and given? How compatible are saved games and user designed scenarios to certain mods? By developing the mods diseparately the cost the community as a whole is huge.

The solution, in my mind, is to start collaborating more. We need standards - well known and accepted mods - to evolve so that new mods don't reinvent the wheel. The Apolyton Pack for CTP comes to mind as an example of what I propose for Civ3.

What I propose, or suggest, specifically is a set of intergrated mods released as a whole and tested together. It would be a run as a collaborative project that develops or maintains this collection.

Other components:

1. the project would have a manager - a well known and respected individual. The project manager would be responsible for maintaining the collection in a high quality, coherent and easy to install fashion and could delegate work to trusted volunteers as necessary.

2. there would be a centralised site or thread from which all project files are available both at a 'stable' release and beta release.

3. Individual mods that comprise the project would have a clear jurisdiction over those files or settings within the project. The authors of those mod coordinate new ideas and development with the community, project manager and other related mods and their authors.

3a. Sharing on a development level of works in progress, graphical templates and motifs.

3b. Mod authors are free to maintain working versions of their mods for independent use at their own discretion.

4. Regular community feedback and consultation and outsourcing. eg for civilopeadia entries.

5. Clear and thorough documentation

These are a suggestion only, of course.

People differ in what they like and do not like. At this early stage there are a lot of people who prefer not to change game mechanics but like graphics mods. People would disagree over what civilisations are worth adding and which ones aren't. But in my opinion there are many things we can agree on. Perhaps we could disallow controversial changes? For the player or modder that doesn't think the changes go far enough, they still have a base product that is that much closer to the ideal.

Think what kind of gaming experience we could build!:love:

Such a solution would probably evolve over time anyway. But why not get a head start?

Sorry for my inability to use specific examples in this post. Perhaps I'm coming from way out of left field with this. Perhaps not. Regardless, I would like to thank all the Modders out there who work tireless and ingeniously to improve this game experience.

:egypt:
 
I agree with you totally!!:goodjob:

The only problem is everyone has their own thought when come to mod. A few things I can see that most people agree are :

1) Fascism and Fundamentalisim government
2) A terrorist unit
3) Reduction of corruption
4) Balancing of battle (again lots of different ideas here)

So far I have not downloaded any mod other than the graphics and new units. What I did was adding those idea that I like into my own mod :D And since I just discover the joy and pain (yup, its painful to do a completely new flc, took me almost a day for one unit :eek: ) I think I will do some fresh graphics for people to use rather than post my mod. But who knows, I might just post it after my current game...hehe (I call it population explosion mod as citizen need only 1 food. But every military unit need one pop point ;) )
 
True, everyone has their own ideas for modding, but like the examples you list there is a lot of consensus as well.

Would anyone like to nominate some popular mods for inclusion?(assuming the modmakers agree)

A number of graphics mods could already be nominated, like Sn00py's excellent terrain mod. I love the Usability Pack - based ideas too. Ditto the wonder-splashes that has those information boxes.

All we need now is a catchy name for the project (um and the project itself *g*) Suggestions?

And if anyone wishes to take charge of this project, speak now :)
 
How bout this for a suggested name?

Civ3 Intergrated Mod Experience (CIME)

Please show your support for cooperative ventures :)
 
Sounds like a good idea to me.

What I would like to see is a simple install .bat that would prompt the user (in a dos window) which mods to install. It would be pretty simple to write.

If this was done, then every modder could submit thier mod for inclusion into the pack and the user could pick what he wanted. With simple IF EXIST commands in the .bat you can also make it able to uninstall as well.

I'll work on something.

Endureth
 
I really want installation support :)

A problem with your suggestion (specifically, optional installation of mods) is that some of the intergrated mods wouldn't work or make sense by themselves.

For example, new terrain would make sense with or without other mods, but what about a 'Usability Pack' style graphics mod? Clearly the symbols displayed depend on whether the original unit and improvement stats are original or modified. Certain mods could be optional - most wouldn't be (at least without a patching and descrimination mechanism and that is a long way off).

I have been thinking about designing a 'mod manager' in vb or java that could handle the installation or uninstallation of multiple mods via scripted instructions included in the mod itself.

BTW the thread is concurrently underway at Apolyton

Apolyton Thread

:egypt:
 
I like the idea of collaborative building of a mod ... but i think all the work should be made by the people in it together.

I'd be willing to join some people on a mod... the problem with the mods I've seen so far is that they seem to be cheat mods ... they make a single all powerful unit ... they make corruption nearly non-existent ... they make one of the wonders give everything a republic could dream to have ... etc...

One idea I've been toying with is having culture based tech trees .. for instance you have a map showing europe and america and want the iroquois to remain spearmen until the europeans arrive. Well you create two new techs called European Culture and American Culture ... you require the techs of Writing, Horseback riding, and Monarchy to have the European Culture tech... that would cold stop the Iroqouis from developing any further than that level until they get traded the European Culture tech.... which will happen one way or another...

I've made maps, altered terrain graphics, and have my own personal mod file that I've made the following changes to, though it is still being tested:

Worker Jobs
- Changed job 'Mine' to require Construction
- Changed job 'Road' to require Masonry
- Changed job 'Railroad' to 24 turns to complete
- Changed job 'Clear Jungle' to 24 turns to complete
- Changed job 'Clear Forest' to 24 turns to complete
- Changed job 'Clear Pollution' to require Sanitation

Improvements and Wonders
- Changed improvement 'Barracks' to require Warrior Code

Civilizations
- Changed 'America' from Expansionist to Commercial
- Changed 'France' from Commercial to Religious

Governments - not yet installed
Chiefdom (default)
Despotism
Oligarchy
Monarchy
Theocracy
Republic
Democracy
Confederacy
Parliamentary
Facism
Communism
 
Hi Zeb,

Great idea about the split tech tree.. although you would need to be careful to balance the two.

I like the idea of collaborative building of a mod ... but i think all the work should be made by the people in it together.

There a few reasons we might want to wait until a mod is independently produced first

1) The role of this project, at least as I see it, is to harvest the best modmakers have to offer, and with their support allow it all to be intergrated so we can enjoy the best mods together. Many mods die a quiet death - their author stops developing it, or not many people like it, or it prevents them from doing something else that they want more. We must ensure that what we come up with is actually *wanted*.

2) From a component design perspective, it is a lot easier to test something before it is intergrated into the whole. This is not to say that during intergration other problems can't prop up, merely that we have a working concept to use as a baseline

3) Clearly designing our own stuff is more work for the project, and could bog it down if we were dependent on it.

This is not to say that someone involved in the project can't produce a mod - indeed we are dependent on the support of the modmakers - merely that the criteria for what goes is that it is independently successful. Exceptions can be made, but generally we want to ensure that people want the content we have to offer - It has to be very mainstream.

Thats my take anyway :)

Good luck on your mod!
 
Originally posted by Zeb_Fisher
I like the idea of collaborative building of a mod ... but i think all the work should be made by the people in it together.

I'd be willing to join some people on a mod... the problem with the mods I've seen so far is that they seem to be cheat mods ... they make a single all powerful unit ... they make corruption nearly non-existent ... they make one of the wonders give everything a republic could dream to have ... etc...

One idea I've been toying with is having culture based tech trees .. for instance you have a map showing europe and america and want the iroquois to remain spearmen until the europeans arrive. Well you create two new techs called European Culture and American Culture ... you require the techs of Writing, Horseback riding, and Monarchy to have the European Culture tech... that would cold stop the Iroqouis from developing any further than that level until they get traded the European Culture tech.... which will happen one way or another...

I've made maps, altered terrain graphics, and have my own personal mod file that I've made the following changes to, though it is still being tested:

Worker Jobs
- Changed job 'Mine' to require Construction
- Changed job 'Road' to require Masonry
- Changed job 'Railroad' to 24 turns to complete
- Changed job 'Clear Jungle' to 24 turns to complete
- Changed job 'Clear Forest' to 24 turns to complete
- Changed job 'Clear Pollution' to require Sanitation

Improvements and Wonders
- Changed improvement 'Barracks' to require Warrior Code

Civilizations
- Changed 'America' from Expansionist to Commercial
- Changed 'France' from Commercial to Religious

Governments - not yet installed
Chiefdom (default)
Despotism
Oligarchy
Monarchy
Theocracy
Republic
Democracy
Confederacy
Parliamentary
Facism
Communism

- Changed job 'Mine' to require Construction
Perhaps require Bronze working?? How does one do bronze working if they don't know about mining ? ;)

- Changed job 'Road' to require Masonry
Ummm....at least 32 - 40 turns in the beginning no commerce income? The worker will be out of job very soon at the beginning :p

- Changed job 'Railroad' to 24 turns to complete
As long as clearing the jungle is a bit too long for railroad. Considering the fact that by the time you can build railroad, its already the industrial age and worker should be more efficient by then ?

- Changed job 'Clear Pollution' to require Sanitation
Generally pollution don't occur until the population boom after you discover Hospital (Sanitation) so is this even necessary :confused:

Other than this 4 points, I think all the ideas are great !! :)
 
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