Possible Golden Age of Modding for Brave New World?

Don't you have to get your models and animations into out-of-date versions of a particular format or something?

That's why I was asking if he meant specifically "units" by "assets", or if he was talking of the game assets that are in the .fpk files.
 
I guess there are, but comparing the current amount of viewers at the Civ V forum (77) to the Civ 4 Creation and Customization forum (134) (Civ4, a game which has been released 5 years before Civ V!) is enough to convince me there can be more activity.

I remember the same discussion being held a few years back on the Civ III forum. It took BTS to be released, plus some advancements made, such as leaderhead improvements, before it got off the ground. There was a lack of Civ III modders wishing to move to Civ IV. I believe the same thing will happen in Civ V once the final version has been available for a few months. I've moved from Civ III to Civ V without really dabbling much with Civ IV.

The key difficulty modders will have once BNW comes out is version compatibility. In Civ III, having Conquests was the pre-requisite to most mods; likewise, Civ IV mods required BTS; however, it's not as straightforward in Civ V. People can have BNW, but not G+K, or might have both expansion packs, but not any of the DLCs. For the modding to reach a full BNW audience, we need a tool that checks what the individual player has and allows the best version of the mod based on this. So, for example, my ancient civ mod, Anno Domini, would have all the mechanics to play it from BNW, but would check if the player had the Babylon DLC and include them in their game if so, but still play the game without Babylon if they did not.
 
More big mods = less people buying DLC = less :gold: for Firaxis. It's in their best interest to make large-scale modding prohibitively difficult.

At least that's what they seem to think.
 
More big mods = less people buying DLC = less :gold: for Firaxis. It's in their best interest to make large-scale modding prohibitively difficult.

At least that's what they seem to think.

2K Games, not Firaxis. I would think that a developer as steeped in the PC gaming tradition as Sid Meier would be able to see what those guys over at Valve are doing with that Team Fortress thing and know that making the game open to a near limitless amount of modding doesn't seem to be hurting their profits.

Of course, you never really know what a publisher is thinking. :lol:
 
Bottom Line... I have been playing Civ since 3. Civ4 had mods being developed that were unique and professional. Fall From Heaven 2 was of course THE best mod created. But other mods such as Rise of Mankind and Caveman2Cosmos were so different then the original it was hard to even compare it to the original game. When they released expansions we all wanted to get them right away because it was more assets modders got to mess with. And of course better mods would come out.

A total conversion of Civ5 has NOT been created yet. Alot of mods have changed alot of things to balance the original game and show more info. But none are anywhere near the quality of civ4 mods.

I have to blame Sid for this. Because its his game and it was his choice to release the game with very limited mod support. His choice to make the game engine unforgiving to modders. And if he didn't know its still his fault. You put your name on the box and you are claiming responsibility.

Ultimately it comes down to one thing that proves my point best.
WE COULD ADD ALL CIV5 FEATURES TO CIV4 with the exception of hexes.
This simple fact should prove to you the better engine is still Civ4.

In all of this I have to say its rather sad that I prefer civ4 over civ5. I liked 1upt and the new ranged combat system. On another note I miss Kael and I wish he had been hired by Fireaxis instead of Stardock. Another ball dropped by Sid.

edit: And then there is this
http://forums.civfanatics.com/showthread.php?t=488444
 
More big mods = less people buying DLC = less :gold: for Firaxis. It's in their best interest to make large-scale modding prohibitively difficult.

At least that's what they seem to think.
People were thinking the same way with Civ4 and it's expansions.

Bottom Line... I have been playing Civ since 3. Civ4 had mods being developed that were unique and professional. Fall From Heaven 2 was of course THE best mod created. But other mods such as Rise of Mankind and Caveman2Cosmos were so different then the original it was hard to even compare it to the original game. When they released expansions we all wanted to get them right away because it was more assets modders got to mess with. And of course better mods would come out.

A total conversion of Civ5 has NOT been created yet. Alot of mods have changed alot of things to balance the original game and show more info. But none are anywhere near the quality of civ4 mods.

I have to blame Sid for this. Because its his game and it was his choice to release the game with very limited mod support. His choice to make the game engine unforgiving to modders. And if he didn't know its still his fault. You put your name on the box and you are claiming responsibility.

Ultimately it comes down to one thing that proves my point best.
WE COULD ADD ALL CIV5 FEATURES TO CIV4 with the exception of hexes.
This simple fact should prove to you the better engine is still Civ4.

In all of this I have to say its rather sad that I prefer civ4 over civ5. I liked 1upt and the new ranged combat system. On another note I miss Kael and I wish he had been hired by Fireaxis instead of Stardock. Another ball dropped by Sid.

edit: And then there is this
http://forums.civfanatics.com/showthread.php?t=488444
What is a total conversion in your mind ?
How my WWII mod fail the requirement to be one ?
And which of civ4 features can't we add to civ5 ?


I really want to fight the common idea here that you can't make big mods with civ5, it's simply false, and will not help more modders to join and start creating those mods you're missing, because anyone believing you will not even try.
 
This...written at the end of my post....Showing that after that big paragraph of crying by me xD that I proved myself wrong.

"edit: And then there is this
http://forums.civfanatics.com/showthread.php?t=488444"

I will check out your WWII mod.
I just posted my opinion. I hardly think what i write in this forum is going to have any bearing on people deciding to create mods for this game or not.

As far as modding goes, it is really a selfless job. Takes a certain type of person to slave away with the only prospect of appreciation coming from people downloading your game and telling you good job. I think we are all just craving more.
 
It's not just appreciation. A lot of people make the mods they want to play. That's why I made my (reportedly bugged, must get around to fixing it) speed repacing mod.
 
I really want to fight the common idea here that you can't make big mods with civ5, it's simply false, and will not help more modders to join and start creating those mods you're missing, because anyone believing you will not even try.

Difficult, not impossible. Of course, there are dedicated modders out there who, like you, are willing to put in the time and effort to make great large-scale civ V mods for the community. And, like Civ IV, it will take some time for big conversions to become commonplace, but it could happen much sooner if the game developers were more straight up about making their game mod-friendly. The in-game UI for selecting mods was a great idea, and it shows that they at least have an idea of what the community wants as far as mods are concerned.
 
I highly doubt CiV will see the same number of total conversion mods as previous releases because CiV has modular mod support built in, allowing players to pick-and-mix the features they want and create their own custom experience. There isn't the need to create one massive mod with all the civs, wonders, buildings, etc. that past iterations of Civ had. For example, when BNW is released, I already have planned out a list of mods I want to download/add to create a paramount CiV experience; I don't need to make one giant modpack to do this (my list so far has ~30 mods). On occasion, changes will be so radical that this may be necessary, and tech tree reworks will probably have resemblance to total conversion due to the keystone nature of the tech tree. But otherwise giant modpacks aren't as necessary as they were in the past. I believe this is a good thing (and you thought I was going to be pessimistic! :p).

That being said, I do hope the CiV modding community grows more after BNW. Folks may be right when saying the reason why CiV modding isn't quite like CIV modding is because CiV is not as mature as CIV, though it seems to have the better tools (Steam Workshop, modular mods, SDK [which, by the way, is not working for me right now; hope that is fixed soon], Lua). I myself want to pick up CiV modding at the end of the month, after I've completed my research paper (CIV modding was fun, and since I can program in Lua, I expect to be an even better CiV modder, not to mention I actually like the game more).
 
The major problem I see with this is that at least in G&K, many of the very important enums and defines for significantly modifying the game are shared between the EXE and the DLL. Meaning you can't change them without potentially messing up something which you can't change in a different part of the codebase. If some those aren't made available to the DLL without messing up the EXE then no big total conversions (and I'd know what those are like) will happen. Maybe this will change with BNW, but I'm not getting my hopes up.
 
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