Impaler[WrG]
Civ4:Col UI programmer
WELCOME TO THE CIVILIZATION COMMUNITY CORE PROJECT
After much WinMerging and debugging I'm proud to present the first version of the CCCP for Warlords 2.08 Two downloads are available the Assets package and the Source package. The Assets package can be used in the customassets folder and a regular mod invoked on top of it, or it can be combined into a Mod if you know what your doing.
Now that the CCCP has its own public open Forum, I'm going to request that this thread be locked and Sticked all responses made in the new Release thread on that forum, this top post will not be updated anymore and all new releases and Info about the project will be found on this thread on the new Forum, the current version and Mod lists can be found their.
CCCP LATEST RELEASE THREAD
The Release Thread is stickied to the top of the Community Enhancement Forum which is the dedicated sub-forum of the CCCP and can be used to start new threads for specific issues like mod requests, Bug Reports etc etc.
CIV4 COMMUNITY ENCHANTMENT PROJECT FORUM
Civ4's SDK and Python/XML layers make it the most "Deeply" modable commercial game ever released and this Mod Component forum is the Mecca for all such modifications. Most are small tweaks to the game play, new rules or new Python screens but all suffer one very big problem its a real chore to combine them and to do so requires practically all the elite programing skills necessary to make them in the first place. Average users and even many mod makers are forced to choose between different bits of code or mod components because they cant themselves do all the merging work particularly those in the Source code ware a compiler is required. The aim of this Project is to help over come these Difficulties by combining together changes and creating new tools to make such work easier. The Project acts as a neutral foundation and tool set which mods can be built on-top of, thus all of the improvements and changes made are default off when possible, if not specifically enabled by the user they do nothing and theirs no noticeable game play change. The 6 major area ware the project focuses on in order of priority...
1) XML Tags - New XML tags are the best way to add new optional mods
2) Mergability - Changes that make things easier to combine
3) Bug Fixes - Several Fixes to Firaxis Bugs have been squished already
4) Python UI - Better Screens are picked up from the community as they develop
5) Performance - Anything which speeds up the game is good
6) AI - Blake is the undisputed AI guru and his code will eventually be included once its done
The ultimate goal is to assimilate all popular SDK based mods (making them optional in the process if they weren't originally so) into one code base for easy Mod making and become a de-facto standard for the Mod community
If you want to see what we've working on for the next version I would recommend using tortoise SVN to access the SourceForge Repository. This should allow you to download the latest build including source code at
CCCP SOURCE FORGE
Known issues
Due to new datas save games are incompatibile. Save games from any other WL DLL just don't work, and are likely to give you a hard CTD. Each successive version is likely going to break prior save games as well. Though we are looking into fixing this with an option to save as Original Format and load Original Format.
The Team
TeamLeader: Impaler[WrG]
Contributors: TheLopez, Mexico, Aussie_Lurker, 12Monkeys, TheGreatApple, moctezuma, LunarMongoose, Chalid, Chinese American, SimCutie, SpoiledFruit, LordOlleus, Kael, Gerikes, Dale, Ket,
Testers: Morfydd, TRN2, Elucidus, purplexus, Padmewan, chrusion, Belizan, Jorgen_CAB, dsplaisted, Gunner, ocedius, Ploeperpengel, scottland, =DOCTOR=, Dom Pedro II, Curns, ebo, Edgecrusher, zulu9812
After much WinMerging and debugging I'm proud to present the first version of the CCCP for Warlords 2.08 Two downloads are available the Assets package and the Source package. The Assets package can be used in the customassets folder and a regular mod invoked on top of it, or it can be combined into a Mod if you know what your doing.
Now that the CCCP has its own public open Forum, I'm going to request that this thread be locked and Sticked all responses made in the new Release thread on that forum, this top post will not be updated anymore and all new releases and Info about the project will be found on this thread on the new Forum, the current version and Mod lists can be found their.
CCCP LATEST RELEASE THREAD
The Release Thread is stickied to the top of the Community Enhancement Forum which is the dedicated sub-forum of the CCCP and can be used to start new threads for specific issues like mod requests, Bug Reports etc etc.
CIV4 COMMUNITY ENCHANTMENT PROJECT FORUM
Civ4's SDK and Python/XML layers make it the most "Deeply" modable commercial game ever released and this Mod Component forum is the Mecca for all such modifications. Most are small tweaks to the game play, new rules or new Python screens but all suffer one very big problem its a real chore to combine them and to do so requires practically all the elite programing skills necessary to make them in the first place. Average users and even many mod makers are forced to choose between different bits of code or mod components because they cant themselves do all the merging work particularly those in the Source code ware a compiler is required. The aim of this Project is to help over come these Difficulties by combining together changes and creating new tools to make such work easier. The Project acts as a neutral foundation and tool set which mods can be built on-top of, thus all of the improvements and changes made are default off when possible, if not specifically enabled by the user they do nothing and theirs no noticeable game play change. The 6 major area ware the project focuses on in order of priority...
1) XML Tags - New XML tags are the best way to add new optional mods
2) Mergability - Changes that make things easier to combine
3) Bug Fixes - Several Fixes to Firaxis Bugs have been squished already
4) Python UI - Better Screens are picked up from the community as they develop
5) Performance - Anything which speeds up the game is good
6) AI - Blake is the undisputed AI guru and his code will eventually be included once its done
The ultimate goal is to assimilate all popular SDK based mods (making them optional in the process if they weren't originally so) into one code base for easy Mod making and become a de-facto standard for the Mod community
If you want to see what we've working on for the next version I would recommend using tortoise SVN to access the SourceForge Repository. This should allow you to download the latest build including source code at
CCCP SOURCE FORGE
Known issues
Due to new datas save games are incompatibile. Save games from any other WL DLL just don't work, and are likely to give you a hard CTD. Each successive version is likely going to break prior save games as well. Though we are looking into fixing this with an option to save as Original Format and load Original Format.
The Team
TeamLeader: Impaler[WrG]
Contributors: TheLopez, Mexico, Aussie_Lurker, 12Monkeys, TheGreatApple, moctezuma, LunarMongoose, Chalid, Chinese American, SimCutie, SpoiledFruit, LordOlleus, Kael, Gerikes, Dale, Ket,
Testers: Morfydd, TRN2, Elucidus, purplexus, Padmewan, chrusion, Belizan, Jorgen_CAB, dsplaisted, Gunner, ocedius, Ploeperpengel, scottland, =DOCTOR=, Dom Pedro II, Curns, ebo, Edgecrusher, zulu9812