1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

New modding info (6/25) Bitmob interview with Jon Shafer

Discussion in 'Civ5 - General Discussions' started by mjs0, Jun 25, 2010.

  1. mjs0

    mjs0 The 4th X

    Joined:
    Nov 9, 2001
    Messages:
    1,063
    Location:
    Central Florida
    Bitmob have put up their full interview with Jon Shafer at E3, and it contains a lot of new information on both modding tools and in-game access to mods.

    On the in-game mod browser:
    On more complex mods:
    On the world builder tool:
    The tools sound OK, but the key point for me was that Jon confirms the gamecode will once more be available as an SDK just as it was in Civ4.
     
  2. Thyrwyn

    Thyrwyn Guardian at the Gate

    Joined:
    Jan 5, 2004
    Messages:
    1,289
    Location:
    State College, PA
    Sounds good to me - he also confirms modular elements.
     
  3. Thunderfall

    Thunderfall Administrator Administrator Moderator

    Joined:
    Oct 25, 2000
    Messages:
    12,247
    Gender:
    Male
    Weird... the link seems broken.

    Thanks for posting it, mjs0!
     
  4. mjs0

    mjs0 The 4th X

    Joined:
    Nov 9, 2001
    Messages:
    1,063
    Location:
    Central Florida
    Hmmm...it looks like they took it down.

    If you go to google and search on "site:bitmob.com e3 2010 civilization shafer" it does show up in the results but the link still doesn't work and it is not in Google's cache. :confused:
     
  5. deanej

    deanej Deity

    Joined:
    Apr 8, 2006
    Messages:
    4,859
    Location:
    New York State
    Can you give a quote? I can't get to the article. I sure hope this isn't true, though - if it is, total conversion mods are sunk and we're stuck will less elegant XML.
     
  6. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas
    Best Case Scenario: It lists mods that are incompatible with one another, and will alert the user to disable the incompatible ones.

    Worst Case Scenario: CFC is going to become a lot more important if you want to get more than an extra civic or building.
     
  7. Ahriman

    Ahriman Tyrant

    Joined:
    Jun 8, 2008
    Messages:
    13,266
    Location:
    Washington, DC
    I'm guessing that centrally run mods would only be able to have one mod installed at a time?
    So there would be high demand for "bundled" mods, like RevDCM.
     
  8. mjs0

    mjs0 The 4th X

    Joined:
    Nov 9, 2001
    Messages:
    1,063
    Location:
    Central Florida
    I didn't make a copy of the article before they took it down (won't make that mistake again!!) but there was a question about this.

    As I recall, towards the bottom of page1, Jon was asked if the in-game browser would support multiple mods with conflicts, to which he responded no (with some extra details that I forget).
    The follow up question asked if would at least be able to flag incompatible mods, to which he responded that he wasn't sure.

    Maybe someone else who read the article can remember more clearly.
     
  9. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas
    Good news and bad news. Google had cached the article, which I promptly downloaded. Unfortuanlty, the second page of the article is lost to time, as google only cached page 1.

    Page One Can Be Found Here.
     
  10. Thyrwyn

    Thyrwyn Guardian at the Gate

    Joined:
    Jan 5, 2004
    Messages:
    1,289
    Location:
    State College, PA
    The one does not follow from the other. You can have both. The quotation is lost in time, but Shafer indicated that you would be able to mix and match compatible mods from the browser. His "I'm not sure" comment was in regards to whether or not the mod launcher would warn you of mod incompatibility or not. He noted that they had a dedicated employee (as in: this was his sole responsibility) working on the mod browser and that it wasn't finished yet - thus he didn't know if warning functionality was/would be included.

    Given the fact that Shafer continually references Fall from Heaven when discussing the great mods the community has created, it seems pretty obvious that they value total conversion mods. He also (not sure which article it was) specifically noted that the civ modding community has managed to create entirely different games from previous versions of civ, and that they are including the mod browser to bring greater exposure to the mods.

    He has also confirmed release of the SDK. I think total conversion mods are pretty safe. :)
     
  11. djc5

    djc5 Chieftain

    Joined:
    Jun 10, 2010
    Messages:
    7
    How do you suppose they'll import square tiles to a hex map? I imagine they can use some mathemagical transform technique, but porting maps/scenarios into a different tileset, and then balancing for completely different game mechanics, certainly seems like it will take more than a week.
     
  12. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas
  13. djc5

    djc5 Chieftain

    Joined:
    Jun 10, 2010
    Messages:
    7
    OK, fair enough, but at least the second half my point stands. Simply doing the transform doesn't mean that the result will be usable in the context of a completely reworked game. Could be a cool feature for just importing maps, though.
     
  14. djc5

    djc5 Chieftain

    Joined:
    Jun 10, 2010
    Messages:
    7
    Hmm. Seems like to make the browser at all useful, they should probably get the conflict alert in there before release.
     
  15. Thyrwyn

    Thyrwyn Guardian at the Gate

    Joined:
    Jan 5, 2004
    Messages:
    1,289
    Location:
    State College, PA
    thanks djc5
     
  16. [KC]Bantams

    [KC]Bantams Chieftain

    Joined:
    Jul 20, 2006
    Messages:
    98
    Location:
    England
    thankyou CFC I ranted about the invisible link for a few hours at tk2 wpc and the League forums yesterday everytime I posted the invisible link at tk2 it got deleted :)

    so thanks
     
  17. trineas

    trineas Chieftain

    Joined:
    Jul 10, 2006
    Messages:
    7
    Page 2



    Bitmob: Starcraft 2 boasts robust modding capabilities, and Blizzard has shown off the game as a third-person shooter or a survival-horror adventure. Do the Civ 5 modding tools allow players to do similar things and create entirely different experiences?

    JS: It’s definitely possible. Something that we’re going to be releasing is the gameplay SDK, which is the game code. It’s the same thing that we did with Civ 4.

    And people who are really into it can actually rewrite the A.I. and the game rules. You can do just about anything that you want, as long as you change a lot of the core graphics stuff. With Civ 4, for example, modders have done some really cool things, and it'll be the same with Civ 5. It’s going to be just as powerful.


    Bitmob: So are there any types of games that players might expect to find in the mod browser that are different from Civilization itself?

    JS: It’s hard to say right now. We’ll have to see what people make. I don’t know if you’ve heard of a mod called Fall from Heaven. We’re definitely excited about mods like that, and certainly things of that scope where you can change the genre dramatically to something completely different. And that’s the standard now for fantasy strategy games.

    Obviously, it’s all on the modders. We want to enable them, and we’ll see what they come up with.


    Bitmob: Do you have anything else about Civ 5’s modding capabilities that might interest players?

    JS: Something that I personally think is really cool is the stand-alone world builder. This is something we’ve talked a little bit about before, but it’s incredibly powerful.

    It has undo and redo. You can import Civ 4 maps into the world builder and convert them into Civ 5 maps, including all the units and cities and stuff on it -- the conversion process will just do that for you automatically. We’re hoping that the first week Civ 5 is out, people will use that function and port all of the Civ 4 stuff over to Civ 5, so everything will be out there already.

    The world builder is something that we’re really, really excited about. It’s very powerful, it’s stand alone, and it’ll be really easy for people to just jump in and start playing around with things.

    You can generate random maps from within the world builder and then tweak them if you want to just set up something. You can make a scenario out of it. You can put units and cities and other stuff down. You can change diplomacy -- who’s at war with whom -- all sorts of things like that.

    At the base, it’s a map builder, but there are all sorts of other things attached to it.
     
  18. jfuesting

    jfuesting Chieftain

    Joined:
    May 30, 2004
    Messages:
    56
    I'm scratching my head about the units, as combat and units have been completely reworked. As far as the maps go though, I'm thinking it would be a lot less hassle to go over and touch up an imported map, than starting again from scratch.
     

Share This Page