NAERALITH REBORN: New Civ 5 Design and Implementation Thread

Excelent! i look forward to getting some progress happening :D
 
TINY UPDATE

Added in the Godembai flag.
Also, expect a major website overhaul in the next two weeks ;)

Al
 
i cant wait until this is released, i enjoyed erebus in civ 4 in all of its incarnations - and with no erebus in 5, this just might be it unless the new orbis is released.
 
i cant wait until this is released, i enjoyed erebus in civ 4 in all of its incarnations - and with no erebus in 5, this just might be it unless the new orbis is released.

Hehe thank you. I'm quite excited about being back into the swing of things :)

My only regret is having to have stopped for 3 months. I was worried I'd lose community interest. I couldn't really be helped though because of my international move!

Al
 
well, if you need any text let me know - i myself am a GM of almost 20 years, ive made quite a few D&D worlds and campaigns and i am willing to write nice looking entries for civ's, leaders or anything else that need be - i am in college currently, and english is one of my strong subjects.

i thought about offering this to erebus but i felt strange, wanting instead to just learn how to mod and make my own campaign into a mod but then i wouldn't be original because erebus already exists.

im glad this mod will someday exist, and i doubt i will lose interest.
 
Thadian, one thing we really need at the moment is pedia entries, particularly for techs (thats what Al is working on at the moment). if you feel like it you can go through the list of techs on the first page and find some you find interesting :) any help is much appreciated :D
 
well, if you need any text let me know - i myself am a GM of almost 20 years, ive made quite a few D&D worlds and campaigns and i am willing to write nice looking entries for civ's, leaders or anything else that need be - i am in college currently, and english is one of my strong subjects.

i thought about offering this to erebus but i felt strange, wanting instead to just learn how to mod and make my own campaign into a mod but then i wouldn't be original because erebus already exists.

im glad this mod will someday exist, and i doubt i will lose interest.

Oh cool! I used to DM a lot of DnD games in the past. Plus other systems (white wolf etc). I've always been the world-building type :D

PM me and we can talk some more ;)

Al
 
Has anyone heard anything about the dll release?

Just curious... :)

Al
 
been 5 months now...

I'm continuing with lore and writing for the Naeralith, but am holding off coding until I see real evidence that the dlls etc will be released.

I am in discussions with TheChanger as to whether we should consider going back to Civ4.

The things we plan to do with regard to art and magic etc simply cannot be done until we have access to the source code. We don't want to pursue with large custom design and artwork if there is no real chance that the mod could ever be finished.

Hopefully we will hear something soon! :crazyeye:

Al
 
UPDATES

Ok after long discussions, myself and TheChanger have decided that we WILL continue creating this mod.

We just have to hope and pray that the dlls will be released eventually and that it isn't an empty promise from the developers :)

I promise to get an update soon now that we have made this decision!

Al
 
Can't tell you how to decide this, but here are some of my own thoughts. It's a mixed bag of pro and con and definitely not comprehensive.

On the pro side, programming Civ5 Lua/xml/sql is much more powerful than Civ4 python (without dll):
  • Lua functions can actually remember things. In my little Civ4 mod that interacted with unique features, the script had to search every plot every turn to find these. There were many such situations where my mod had to figure stuff out in python logic every darn turn, rather than just putting the darn value in a variable and keeping it there (seems pretty basic, but you can't do it in Civ4 without dll). These values can be saved through game exit reload using SaveUtils or my own TableSaverLoader.
  • Complex table construction. Very nice in Civ5, and pretty fast when you get the feel for sql.
  • Total control of UI without dll (though a few gaps, like the ability to update terrain graphics).
Cons
  • No documentation and some "not implemented" tags. Sucks, no doubt. I get around this pretty fast now by frequent use of Windows Grep on the core game and all the best/biggest mods.
  • Worst of all from a fantasy mod point of view: no unit graphics and a pretty big hurdle to make them. There seem to be only 2 or 3 people in the world who have overcome this, and they seem to be pretty big WWII fans (no disrespect intended; I just wish they had watched more LOTR growing up rather than ... whatever it is WWII fans watch). I have not tried this myself yet, so I really don't know how high the hurdles are. But they seem pretty high. (This one issue gets me closer to believing anti-modder conspiracy theory than any thing else. However, even if not intentional, it's a pretty damning lack of interest in modders/modding.)

Unfortunately, after modding some in Civ5 with the DB/table functionality, I simply can't go back to Civ4 (it would be an organizational nightmare). If the unit graphic issues are overcome, then I know I can get 90% of my mod working without dll. Since it's going to take me many months to get to that stage anyway, I decided I just won't worry about the dll for a while yet.

My own theory is that they are deep in expansion development (based on the theory that they want to make money and many folks like me will buy game play expansions but not buy yet-another-civilization DLCs) and that the base Civ5 code is now so thoroughly disorganized and undocumented that they can't release it. So perhaps we'll see it with the first expansion. It's just my uninformed theory though so don't put any weight on it.
 
Can't tell you how to decide this, but here are some of my own thoughts. It's a mixed bag of pro and con and definitely not comprehensive.

On the pro side, programming Civ5 Lua/xml/sql is much more powerful than Civ4 python (without dll):
  • Lua functions can actually remember things. In my little Civ4 mod that interacted with unique features, the script had to search every plot every turn to find these. There were many such situations where my mod had to figure stuff out in python logic every darn turn, rather than just putting the darn value in a variable and keeping it there (seems pretty basic, but you can't do it in Civ4 without dll). These values can be saved through game exit reload using SaveUtils or my own TableSaverLoader.
  • Complex table construction. Very nice in Civ5, and pretty fast when you get the feel for sql.
  • Total control of UI without dll (though a few gaps, like the ability to update terrain graphics).
Cons
  • No documentation and some "not implemented" tags. Sucks, no doubt. I get around this pretty fast now by frequent use of Windows Grep on the core game and all the best/biggest mods.
  • Worst of all from a fantasy mod point of view: no unit graphics and a pretty big hurdle to make them. There seem to be only 2 or 3 people in the world who have overcome this, and they seem to be pretty big WWII fans (no disrespect intended; I just wish they had watched more LOTR growing up rather than ... whatever it is WWII fans watch). I have not tried this myself yet, so I really don't know how high the hurdles are. But they seem pretty high. (This one issue gets me closer to believing anti-modder conspiracy theory than any thing else. However, even if not intentional, it's a pretty damning lack of interest in modders/modding.)

Unfortunately, after modding some in Civ5 with the DB/table functionality, I simply can't go back to Civ4 (it would be an organizational nightmare). If the unit graphic issues are overcome, then I know I can get 90% of my mod working without dll. Since it's going to take me many months to get to that stage anyway, I decided I just won't worry about the dll for a while yet.

My own theory is that they are deep in expansion development (based on the theory that they want to make money and many folks like me will buy game play expansions but not buy yet-another-civilization DLCs) and that the base Civ5 code is now so thoroughly disorganized and undocumented that they can't release it. So perhaps we'll see it with the first expansion. It's just my uninformed theory though so don't put any weight on it.

Thats a great analysis of the pros and cons of civ 5 v civ 4 modding :)

I think we have decided to stay with Civ5. Its good to know that more is possible with Lua... I should be looking more into how I might implement magic with this.

You are right about the graphics though... this is a serious problem, but one that I hope will be addressed in time!

Al
 
Updates tomorrow for those of you who are wondering ;)

Al
 
UPDATES

I have completed the tech tree, including all 'Help' entries and 'Quote' entries. Civlopedia entries are pending (because of their inherent size) :p

The tech tree is not yet linked to buildings or units, but those are the next step.

I have attached 5 screenshots to show the tech tree in its entirety.

In addition, I have attached 5 screenshots of random techs as a sampler for the curious people out there ;)

More updates to follow soon :D

Al
 

Attachments

  • TechTree1.jpg
    TechTree1.jpg
    249.8 KB · Views: 248
  • TechTree2.jpg
    TechTree2.jpg
    279.5 KB · Views: 209
  • TechTree4.jpg
    TechTree4.jpg
    212.2 KB · Views: 153
  • TechTree5.jpg
    TechTree5.jpg
    169.6 KB · Views: 187
  • TechTree3.jpg
    TechTree3.jpg
    265.6 KB · Views: 166
  • TechEg1.jpg
    TechEg1.jpg
    282.9 KB · Views: 198
  • TechEg2.jpg
    TechEg2.jpg
    317 KB · Views: 155
  • TechEg3.jpg
    TechEg3.jpg
    253.9 KB · Views: 166
  • TechEg4.jpg
    TechEg4.jpg
    283.9 KB · Views: 170
  • TechEg5.jpg
    TechEg5.jpg
    255.5 KB · Views: 134
Back
Top Bottom