argh, nvm
Even if you are asked to reverse the digits in a 4 digit number, in a computer science class always aim for at least a bit harder than the problem asked, and do it more efficiently and elegantly than you need to.vsCode:digit2 = (value % 1000 - digit3 - digit4) / 100;
Why the extra step? Because, even though I'm used to C++ by now, I started with python. Which has dynamic variables. That digit2 int would become a float in Python, and with that, I'd need to remove the decimals.Code:digit2 = (value / 100) % 10;
Obviously, not the case in Java. Decimals are truncated in any int operations. Made my code look much better when I noticed my mistake.![]()
Math is hard. Possibly the math you have encountered is easy -- but Math? Math is hard.Affordess said:Anyway, Math is easy. Math is formulaic. It's applying the math that's hard.
Even if you are asked to reverse the digits in a 4 digit number, in a computer science class always aim for at least a bit harder than the problem asked, and do it more efficiently and elegantly than you need to.
You shouldn't have used variables called digit3. That means you wrote essentially the same code more than once -- you either manually typed it in twice, or used copy/paste. Both of these are very bad habits.
You should have written the "it does it for integers of any length" version. And made it pretty.
Math is hard. Possibly the math you have encountered is easy -- but Math? Math is hard.
Then again, I see you are running into proofs. You are starting to encounter harder math. The natural reaction might be "I don't want to do something hard", but you could get over it.![]()
Math is hard. Possibly the math you have encountered is easy -- but Math? Math is hard.
I agree. It all depends on what level you get exposed to, just like in any subject.
Believe me Afforess, if/when one day you have to do proofs in foundations of logic ...
Jon mentioned an external "tuner" a couple times in the special PolyCast that sounded like it performed the same function as Civ4's WorldBuilder. Is this ModBuddy or a separate WB program?
I'm taking the day off of work tomorrow. Not calling in sick--actually using a vacation day. If I don't I'll surely be up until 6am poking around the Lua source code after I've enjoyed my first game, and I don't want to be a zombie at work the next day.
How sad is that? Do I need professional help?![]()
I took math classes all the way up to Calculus III. The hardest thing for me to do in any math class was proofs in 9th grade Geometry. There was just something about them that didn't seem to snap in to place like all other math I encountered before or after.
I still don't understand why some people think that a GUI makes modding worse. Ater all, all XML is at its core is a database. The thing is, it is MUCH easier to modify a form than it is to scroll through tons of lines of text to mod one little entry. It takes a matter of seconds to do so where as making the change in an XML editor can take much longer. And having a GUI based editor to change something will NOT hinder the ability to create advanced mods for all of the programmers out there.
The reason that the GUI editors for CIV IV never caught on is because the ones that were creating them (who were not getting paid to do so) were sacrificing the time from doing their own mods to build them... and they got tired of it! I don't blame them for that. If the developers (who are on the clock and getting paid) would take a couple people who can put together even a desent GUI based editor (which they would be able to tweak as needed much easier when new elements are added by expansions... another problem with the home grown editors) then they would open up the world of modding to a much greater variety and not stifle creativity... limiting it to only those who know how to write the Lord of the Rings in C++ code.
I think most of you are missing the point - being that ciV is advertised as having unprecedented modding tools.
To me that means that the tools they deliver to help with modding has to be BETTER than anything they ever made before.
Since the Civ3 editor not only allowed map editing, but ALSO easy to use modification of stats for buildings, units, governments, civilizations etc. etc. then it would be fair to expect that the new unprecedented tools would also include a module for equally easy to use modification of the XML data.
Failing that then I don't see any justifiable arguments for claiming that the tools are unprecedented.
You are underestimating the benefits of using a well thought out editor, like the one for Civ3 (could have used a copy/paste function though). It is way easier, faster and safer to check and change stats as well as make new entries and delete/rearrange existing ones using such an editor - than it is scrolling page after page up and down in a text editor looking for the right entry in the raw XML.
"Unprecedented Modding Tools" means that there will be TOOLS that the modder can use to create mods. TOOLS is a key word here. An editor is a TOOL. XML files are not!!!
Being as I still have to shower and finish getting ready for work, I will have to respond to the rest of these posts later tonight.
There is zero reason that such an editor would stiffle anything. It would merely follow the given XML schema and display any user added fields accordingly. Python/LUA and SDK availability have zero to do with any of this since they need to follow the XML structure as well - although I suppose they could add modular LUA script support to such an editor as well ... if they were ambitious enough.
I think most of you are missing the point - being that ciV is advertised as having unprecedented modding tools.
To me that means that the tools they deliver to help with modding has to be BETTER than anything they ever made before.
Since the Civ3 editor not only allowed map editing, but ALSO easy to use modification of stats for buildings, units, governments, civilizations etc. etc. then it would be fair to expect that the new unprecedented tools would also include a module for equally easy to use modification of the XML data.
Failing that then I don't see any justifiable arguments for claiming that the tools are unprecedented.
You are underestimating the benefits of using a well thought out editor, like the one for Civ3 (could have used a copy/paste function though). It is way easier, faster and safer to check and change stats as well as make new entries and delete/rearrange existing ones using such an editor - than it is scrolling page after page up and down in a text editor looking for the right entry in the raw XML.
"Unprecedented Modding Tools" means that there will be TOOLS that the modder can use to create mods. TOOLS is a key word here. An editor is a TOOL. XML files are not!!!
Being as I still have to shower and finish getting ready for work, I will have to respond to the rest of these posts later tonight.
Thorburne, you can argue with the programmers all you want, and I see some of the points you're making as valid.. programmers just won't give it, though
However, you're missing the main point, and that's why I quote you above: the market. The shiny leaders are NOT for the reviewers; they're for the CivRev kind of gamer.
There are two main powerful types of customers 2k wants to please: 'normal' gamers (i.e. non-fanatic, as we are too little compared to the broader strategy market) and serious modders. The first are where the profits are, and the second create cool new 'games' for the first to play even more. That's what they're getting at with the in-game browser. A mod like FfH inside such a tool has the power to make casual gamers draw their friends into buying Civ for playing such mods, down the line, extending their sales beyond their concentrated efforts.
Shiny leaders cater to the former, unprecedented modding tools catter to the latter. It has been noted more than once that modding Civ5 will take more technical skills than modding Civ4. Sorry, but making modding more casual is not as much in their plans as making modding consumption more casual. That's what unprecedented are all about. Good mods will always come from just a few dozen individuals, and those will always be there no matter how hard it is to mod. If that pays off with being able to create deeper mods, all the better.
Casual modders are not at all an interesting market for them. They end up more often than not being the only ones playing their mods.
I understand yours and others' drive to to call attention to the needs of the kind of customer that you are, but Firaxis/2k is after profit behind every decision they make, such is the way the carousel spins.
I think most of you are missing the point - being that ciV is advertised as having unprecedented modding tools.
To me that means that the tools they deliver to help with modding has to be BETTER than anything they ever made before.
Since the Civ3 editor not only allowed map editing, but ALSO easy to use modification of stats for buildings, units, governments, civilizations etc. etc. then it would be fair to expect that the new unprecedented tools would also include a module for equally easy to use modification of the XML data.
Failing that then I don't see any justifiable arguments for claiming that the tools are unprecedented.
You are underestimating the benefits of using a well thought out editor, like the one for Civ3 (could have used a copy/paste function though). It is way easier, faster and safer to check and change stats as well as make new entries and delete/rearrange existing ones using such an editor - than it is scrolling page after page up and down in a text editor looking for the right entry in the raw XML.
"Unprecedented Modding Tools" means that there will be TOOLS that the modder can use to create mods. TOOLS is a key word here. An editor is a TOOL. XML files are not!!!
Being as I still have to shower and finish getting ready for work, I will have to respond to the rest of these posts later tonight.
So you only benefit if you are a "normal gamer" or a "Serious modder"?!? I don't think that it is good business and very counter productive to disregard the middle group! After all, those people that make mods that only they will play could potentially be the next great designer... but if they are not allowed to realize that potential, then the world is at a loss. I am not saying that about me in particular, though I would like to.
You argue about profits, but the small amount of relative resources and assets are nothing, especially when you consider that the game has been under development for several years.
You know what... I think that this argument is wearing out! Neither of us are obviously going to budge... call it a draw! As has been mentioned, there are no confirmations either way whether an editor will exist. From what I am seeing, it appears to me that it won't. If they don't include one, I will be very disappointed. I feel that it is a slap in the face to me... one who has loved Civilization for a while and loves being creative but is denied that for whatever excuses/reasons the developers may offer!
Ahhh...... BASIC on the Commodore in '82...... good times!
Started with an Apple //e myself, no idea what the language actually was. I just remember the great moment when I learned instead of writing on lines 1,2,3,4 you could write on lines 10,20,30,40 and then have room to go back and add lines between your earlier work!
On the far more interesting topic of Ender Wiggins: How many of you have read the follow-up series which follows Bean?
I'll quote you as having probably the most reasonable post in this thread (which pertains to the major debate). Quite an accurate outlook I imagine.
Honestly, giving you a rock to smash your computer with would ALSO be an unprecedented modding tool. Certainly nobody has offered that choice yet...
If someone has a chance of becoming "The next great modder" they need to move well beyond a GUI. Yes, we can get floaters and lifejackets and stay in the 3 foot section or never even leave the kiddie pool, but that won't have us in the Olympic games anytime soon. Getting tossed into the 10 foot section of the pool with lifeguards on duty (forums to ask questions) on the other hand WILL ensure that you learn how to swim, or sit at the coffee shop and clear water out of your lungs for a while before you try again.
Of course, I doubt I'll get through to you.
Warriors, Bro, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000000000000000
<UnitInfo>
<Class>UNITCLASS_WARRIOR</Class>
<Type>UNIT_WARRIOR</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_WARRIOR</Description>
<Civilopedia>TXT_KEY_UNIT_WARRIOR_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_WARRIOR_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<snip>...
<FreePromotions/>
</UnitInfo>
Summery of thread:
People with various levels of experience in programming: "Making a GUI is a lot of work and is not faster."
People with little experience in programming: "LIER!"
Proof 1: I have played with the modding of Civ 2, 3, and 4. I had one class in HS on C++ (We just got to classes and objects by the end of the year) and one class in HTML when Civ IV came out. Civ II had a number of complicated mods, especially with the event scripting in the expansions. Fantastic Worlds came with some editors, but they were clunky and somewhat buggy. Here is a line from rules.txt for a unit:
This is a custom syntax. At the top is a key but when faced with a wall of this and new to it, it can be a bit daunting.Code:Warriors, Bro, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000000000000000
Civilization III offered much improved modding utilities. Editing and units were easy! Civs can be made! Then where were all the Fall From Heavens and Rise of Mankinds and Rhys and Falls? There were none. Because while the editors lowered the barrier for entry the data was locked to what was accessible through the editors. While new things could be created, nothing new could be. Civ 2, while rudimentary, new game mechanics can be made using the event script. In order to preserve the end user experience for the editors such things could not be allowed for Civ 3. In the end Civ 3 was a regression in moddability from Civ 2.
Civ IV we all know. It used formal, existing, and well defined standards of XML and Python in addition to some source code! Here is Civ 4 syntax for the warrior:
Code:<UnitInfo> <Class>UNITCLASS_WARRIOR</Class> <Type>UNIT_WARRIOR</Type> <UniqueNames/> <Special>NONE</Special> <Capture>NONE</Capture> <Combat>UNITCOMBAT_MELEE</Combat> <Domain>DOMAIN_LAND</Domain> <DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI> <Invisible>NONE</Invisible> <SeeInvisible>NONE</SeeInvisible> <Description>TXT_KEY_UNIT_WARRIOR</Description> <Civilopedia>TXT_KEY_UNIT_WARRIOR_PEDIA</Civilopedia> <Strategy>TXT_KEY_UNIT_WARRIOR_STRATEGY</Strategy> <Advisor>ADVISOR_MILITARY</Advisor> <bAnimal>0</bAnimal> <bFood>0</bFood> <bNoBadGoodies>0</bNoBadGoodies> <bOnlyDefensive>0</bOnlyDefensive> <bNoCapture>0</bNoCapture> <bRivalTerritory>0</bRivalTerritory> <bMilitaryHappiness>1</bMilitaryHappiness> <bMilitarySupport>1</bMilitarySupport> <bMilitaryProduction>1</bMilitaryProduction> <bPillage>1</bPillage> <snip>... <FreePromotions/> </UnitInfo>
Much more verbose, but a lot more options! If Civ 2 syntax was used it would be a lot more cumbersome! XML is far more human readable. But as mentioned an editor would need to display all of these, and the editor would need to be coded to handle new tags as well -- otherwise you can't mod a big mod.
Proof 2:
Firaxis is a company out to make a profit. They are going to find, build, and make tools to optimize developer time. This is why they licence the Gamebro graphics engine in Civ 4, it was less expensive to licence that graphics engine than to create one from scratch in house. If an XML and Python/Lua editor is relatively trivial to make and such a time saver they would develop one.
So why didn't they? Two possible options. 1) They made a bad business decision by not improving their development tools. 2) A GUI is not cost effective for time to code it and/or any time saved using it.
It must be #1, right, right?
In fact, doing a little google searching, I'm not finding very many graphical xml editors. And why did the Civ IV XML editor not get very far? Making a robust enough editor is easy to do! Right?
right?