[TC] Civcraft SC

Bringa said:
Hmm, a little confusion here on your part. This is talking about modding Blizzard games, that is changing a game Blizzard made into something else. Diablo Mods, Starcraft Mods, etc. This does not cover changing a NON-BLIZZARD game to look like a Blizzard game, so it does not apply to your mod.

However, I'm pretty sure Blizzard won't mind--this is non-commercial use after all.

[edit]: PS: I'm playing lots of CIV IV multiplayer, so I will eventually try this out. I'll just wait a few more versions :)

What he means, is that non-Blizzard games tried to emulate the original ideas and mod according to that. There were numorous attempts that mods were unfortunately changed their name just so blizzard dont harrass them. One i can think of is a mod formerly called "starcraft Marine" For half life 2 and now its called project oblivion. I also read on the blizzard faq that a concern that they dont want games associated with them, is because they are afraid we will show non-Blizzard quality, if memory serves me right.
 
Killamike718 said:
What he means, is that non-Blizzard games tried to emulate the original ideas and mod according to that. There were numorous attempts that mods were unfortunately changed their name just so blizzard dont harrass them. One i can think of is a mod formerly called "starcraft Marine" For half life 2 and now its called project oblivion. I also read on the blizzard faq that a concern that they dont want games associated with them, is because they are afraid we will show non-Blizzard quality, if memory serves me right.


Also, I showed a friend of mine the mod, and he (without my knowledge), sent an e-mail to Blizzard about the legality of the mod (not because he wanted to get me in trouble, but because apparently he was inspired to make his own Starcraft mod, and was checking the legality for himeslf. He even sent the link to this mod in his e-mail (I was kinda' mad for a bit...).

The reply simply stated exactly what was shown in the Blizzard FAQ, with the "so long as they are for personal use and do not infringe our End User License Agreement included in our games, nor the rights of any other parties including copyrights, trademarks or other rights." And while being non-commercial does not in and of itself mean that Fair Use applies in this case, the fact that we are using all original artwork, (hopefully at some point) audio, code (besides that supplied by Civ4), and even an original name "Civcraft", we are really not using very much content from the game.

While I'm not a legal authority in any context whatsoever, my limited research from past experience shows that Fair Use can be identified by a few reasons (I got these mostly from http://www.utsystem.edu/OGC/intellectualProperty/copypol2.htm#test).

1.)
The character of the use:

Is it non-profit, personal use, educational, for-profit? In this case, we're non-profit, and thus this gives weight to being a candidate for Fair Use.

2.)
The nature of the work to be used:

Is the work that will be used fact-based, or more imaginative. Since Starcraft is complete fiction, it is more imaginative. This, then, gives more weight to not being a candidate for Fair Use.

3.)
How much of the work will be used.

While the names of the races, units, building, upgrades, and locations (maps) will be used, we will not use any graphics, audio, or code for any of those things, or even the Starcraft name itself(which I imagine holds a lot of weight). Since of the text, artwork, sound, music, and actual binary software, we're only using some of the text, I'd be willing to say that we're using a vast minority of original Starcraft content. Thus, that puts it as more of a candidate for Fair Use.

4.)
The effect on the market (in relation to the original copywright owner's product) or for permissions if the use were widespread.

That magic word "if" basically says we can't assume that this mod won't get to the point of competing with Starcraft. If that unlikely event ever were to happen, that's when I think we pull all the Starcraft content out, even make new models and such, to make Fair Use more fair. I'm pretty sure Blizzard does not have the copyright (nor can they) to the ideas of the game (such as the idea of a mineral or population limit, or even the ideas that aren't in other RTS titles such as burrowing) so those can be kept.

---

While these may just be the incompetent rants of a guy with a cs degree and no law experience, it at least helps me sleep better at night. If anyone with more law experience reads it and sees it as complete BS, please don't respond in any way. Allow me to keep my ignorance. :p
 
Excuse me, I have problems with setting fashion, you would not could to help.I set everything, as well as it was written in Readme.txt,но fashions for not started some reason.He does not load him.
Please,help me!
 
M@ximUm said:
Excuse me, I have problems with setting fashion, you would not could to help.I set everything, as well as it was written in Readme.txt,но fashions for not started some reason.He does not load him.
Please,help me!

I'm sorry, I'm not too sure what you mean by "fashion". Are you talking about the graphics? If so, it's true that all the units look like either warriors, gunships or transports, because the models have not been changed yet. Some of the unit icons remain default as well.
 
Excuse me, simply I badly know English and I translate on-line-translator with a help. Сivilization 4 is started, and Starcraft Mod is not started.I start him, and a computer does not begin him even to load.
The line of load even fails to appear.When simply start the card (4) of Starcraft-QuickBath.Civ4WorldBuilderSave,то it writes Eror XML.
"Fashion"-это a translator translated the word of Mod so.=)
Here, made an effort explain maximally, as could.=)
 
Sure, I really don't think this mod will get you into any kind of problem. I was just pointing out that the FAQ article you quoted does not apply. ;)
 
M@ximUm said:
Excuse me, simply I badly know English and I translate on-line-translator with a help. Сivilization 4 is started, and Starcraft Mod is not started.I start him, and a computer does not begin him even to load.
The line of load even fails to appear.When simply start the card (4) of Starcraft-QuickBath.Civ4WorldBuilderSave,то it writes Eror XML.
"Fashion"-это a translator translated the word of Mod so.=)
Here, made an effort explain maximally, as could.=)

Try to click on the maps from windows itself and not the game. If that doesnt work, than I woudl recommend you delete the old Modification(Mod) folder and redownload it and install it again. Try that and see what will happen.

Bringa said:
Sure, I really don't think this mod will get you into any kind of problem. I was just pointing out that the FAQ article you quoted does not apply.
Hopefully nothing happens
 
I am absolutely NOT speaking in the capacity of an attorney in saying this:

If Blizzard wanted to come down on you they would do so without regards to their legal rights. After all, what are you going to do, hire attorneys to defend yourself? That said, in practical terms Blizzard may have better things to do with its time. And maybe they have a more lenient feeling about modding, since they rely on modders for their own works.

Again, without purporting to give advice to you, what I have done in the context of my own mod is, as much as possible:

(a) NOT use identifiable elements from existing properties, especially unique and easily compared entities like graphics or sounds. This also applies to names. A "marine" is very generic; a "mutalisk" much less so. (Does Blizzard have a TM on the word "mutalisk"?)
(b) When possible, start from scratch rather than base the work on something that exists. I would rather not provide a viewable chain of development that shows how concept "X" started out as a clone of concept "A" that belongs to someone else.

Considering how harshly courts have adjudicated the mere 2-4 second sampling of music for authentically artistic works, dropping entire sections of another game into a mod is dubious at best. Still, in terms of the Real World, running below the radar and not threatening another's interests is often the best "defense."

(Trademark is a different matter -- the owner of a trademark is obliged to defend it or else risk losing their ownership rights. Has Blizzard registered words like "Mutalisk" and other unique names from Star- or WarCraft?).

Again, NONE OF THIS CONSTITUTES LEGAL ADVICE OR COUNSELING.
 
Try to click on the maps from windows itself and not the game. If that doesnt work, than I woudl recommend you delete the old Modification(Mod) folder and redownload it and install it again. Try that and see what will happen.

When at a load Init XML,появляется is loaded window of "XML Load Error".А tazhe is written, quote:
"Failed Loading XML file XML\Technologies/CIV4TechInfos.xml.[.\FXml.cpp:133]Error parsing XML File-
File: XML\Technologies/CIV4TechInfos.xml
Reason: Element content is invalid according to the DTD/Schema.

Line: 22,32
Source:
<iFeatureProductionModifier>0</iFeatureProductionModifier>"

What is it?

And only I press in this window of "OK", the following appears:
"LoadingXML call failed for GameInfo/CIV4TechInfos.xml
Current XML file is:GameInfo/CIV4SpecialistInfos.xml"

What is it???

After it it gives out a lot of such windows yet.
Please,help me.
 
Ok, not to come down on anyone, but I just hope we can end the legal discussion. I appreciate people sharing their viewpoints on what could end up a sticky situation, but myself, I'm just gonna' let the winds push my sails on this one. I probably made more of a deal than it really should be (but what else is new, blowing things out of porportion is the nature of my character). If anyone has any more comments on this, I would humbly ask that they be put somewhere other than this or the development thread.

In one way or another, Blizzard has been shown a link and short descrption of this mod. The matter is in their hands. I'm not even going to think about any legal action. Let's burn that bridge if we get to it.

Once again, I'm not trying to come down on anyone, I just want to keep this thread free from the legal stuff. I was hoping to make it a one time thing. I will also be changing the FAQ as well to show this new position. Note that I don't speak for the entire team on this one, I just don't feel it's in my best interests to keep up the discussion. If any other members of the team don't share my interests, please tell me and I will change the FAQ otherwise.

Now, with that out of my system, I have some CvUnit::canMove methods to mod. :p
 
M@ximUm said:
When at a load Init XML,&#1087;&#1086;&#1103;&#1074;&#1083;&#1103;&#1077;&#1090;&#1089;&#1103; is loaded window of "XML Load Error".&#1040; tazhe is written, quote:
"Failed Loading XML file XML\Technologies/CIV4TechInfos.xml.[.\FXml.cpp:133]Error parsing XML File-
File: XML\Technologies/CIV4TechInfos.xml
Reason: Element content is invalid according to the DTD/Schema.

Line: 22,32
Source:
<iFeatureProductionModifier>0</iFeatureProductionModifier>"

What is it?

And only I press in this window of "OK", the following appears:
"LoadingXML call failed for GameInfo/CIV4TechInfos.xml
Current XML file is:GameInfo/CIV4SpecialistInfos.xml"

What is it???

After it it gives out a lot of such windows yet.
Please,help me.

Im completely out of ideas, and I dont know how to help you, maybe Gerikes knows how, hes the programmer. I wish i could help, but im sorry i cant.
 
M@ximUm said:
When at a load Init XML,&#1087;&#1086;&#1103;&#1074;&#1083;&#1103;&#1077;&#1090;&#1089;&#1103; is loaded window of "XML Load Error".&#1040; tazhe is written, quote:
"Failed Loading XML file XML\Technologies/CIV4TechInfos.xml.[.\FXml.cpp:133]Error parsing XML File-
File: XML\Technologies/CIV4TechInfos.xml
Reason: Element content is invalid according to the DTD/Schema.

Line: 22,32
Source:
<iFeatureProductionModifier>0</iFeatureProductionModifier>"

What is it?

And only I press in this window of "OK", the following appears:
"LoadingXML call failed for GameInfo/CIV4TechInfos.xml
Current XML file is:GameInfo/CIV4SpecialistInfos.xml"

What is it???

After it it gives out a lot of such windows yet.
Please,help me.

I'm not too sure why this happens, as I do not get this error. Luckily, the line that is giving you the error is not necessary for functionality. I have removed those lines, and attached a "fixed" xml file. Please tell me if it works for you.

Please unzip the one file in the .zip file (Civ4TechInfos.xml), and place that file into your C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Civcraft SC\assets\xml\technologies" directory. It will overwrite the original file that is given to you in the Civcraft: SC package. Please tell me if that fixes the problem.

Hope that helps :p
 

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Thank you, this error it does not show already, but now it writes also same only with the file of &#1057;IV4ProjectInfo.xml,&#1072; also oesche one window:
"XML Load Error
LoadXML call failed for Units/CIV4ProjectInfo.xml.
Current XML file is:Units/CIV4SpecialUnitInfos.xml"

and next:
"Xml Error
Tag: DOMAIN_FLOAT in Info class was incorrect
Current XML file is:Units/CIV4UnitInfos.xml"

And when did it load a card already, on a card it is not at the bottom of control of units,&#1082;&#1072;&#1082; panel by them to manage?

Excuse me, that a picture occupies whole 2 megabytes, simply I do not have now Adobe Photoshop

http://infostore.org/info/1079472/picture_001.bmp

or

http://infostore.org/info/1079472


Why do they look as in Civilization and as by them to manage?
Help me please.=)
 
I really like this idea and wanted to wish you good luck with it
hopefully it all works out as you planned because you have some clever thoughts for this mod
 
M@ximUm said:
Thank you, this error it does not show already, but now it writes also same only with the file of &#1057;IV4ProjectInfo.xml,&#1072; also oesche one window:
"XML Load Error
LoadXML call failed for Units/CIV4ProjectInfo.xml.
Current XML file is:Units/CIV4SpecialUnitInfos.xml"

and next:
"Xml Error
Tag: DOMAIN_FLOAT in Info class was incorrect
Current XML file is:Units/CIV4UnitInfos.xml"

And when did it load a card already, on a card it is not at the bottom of control of units,&#1082;&#1072;&#1082; panel by them to manage?

Excuse me, that a picture occupies whole 2 megabytes, simply I do not have now Adobe Photoshop

http://infostore.org/info/1079472/picture_001.bmp

or

http://infostore.org/info/1079472


Why do they look as in Civilization and as by them to manage?
Help me please.=)

Something gives me the feeling that either there are files that are overriding the Civcraft files, or the Civcraft files just plain aren't being loaded. When the game starts, you should get a city to start with, but if there are problems with the python files then it won't show up, as in your case. Also, the sight range for the units should be much larger, and the picture shows that there is only the default. Finally, you have error messages about DOMAIN_FLOAT, which is a valid domain as long as the correct XML file is in the correct place.

It's as if none of the files are being read correctly by Civ4. Perhaps they are located in the wrong directory? Could you tell me the exact directory the
Civcraft SC.ini file is located? Also, if you have made any changes to the custom assets folder, I would ask perhaps you make a copy of that directory and then delete the original. Sometimes files put there can adversely affect mods.
 
My file of Civcraft SC.ini it is in the folder of C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Civcraft SC.
I now certainly will make attempt once again reinstall Civilization, but doubt that it will help.
I indeed moved the folder of assets, but only since it began to write this error, I now will make attempt reinstall and will say that turned out.=)))
 
Reinstalled, nothing changed unfortunately, and more errors became only, true since I set a tot file, that you fastened and said, there are only those errors, what were.
I do not know that you there with him did, that had become less errors, but if you could yet clean other errors and what all worked correctly, I would be you extraordinarily thankful.=)))
I hope that you will help me.=)
I indeed very want to play in this Mod, because for me Starcraft- it is simple relict and I want to see everything him in some new kind, but almost all of Mods on him stopped or done very slowly.
 
This seems nice, although I was partyl excepting a greater scope of conflict in the starcraft universe. I imagine that could be something for the future?
 
M@ximUm said:
Reinstalled, nothing changed unfortunately, and more errors became only, true since I set a tot file, that you fastened and said, there are only those errors, what were.
I do not know that you there with him did, that had become less errors, but if you could yet clean other errors and what all worked correctly, I would be you extraordinarily thankful.=)))
I hope that you will help me.=)
I indeed very want to play in this Mod, because for me Starcraft- it is simple relict and I want to see everything him in some new kind, but almost all of Mods on him stopped or done very slowly.

I'm not quite sure why it is that you are having problems. The CvGameCoreDLL.dll file does not seem to be loading correctly. Please ensure these things have are true:

You have the most recently patched version of Civilization 4

There are no files in the My Documents\My Games\Sid Meier's Civilization 4\CustomAssets folder (you can even delete this folder if you want, it will be regenerated for you the next time you reboot Civilization 4 with no files in it).

The files in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets have not been altered in any way since install.

When you start Civ4 with the Civcraft mod loaded, at the title screen, you see "Civcraft: SC at the top right of the screen (before you load the map).

If all of these are true, and you are still getting errors, I don't know if I can help you any more.
 
Ranbir said:
This seems nice, although I was partyl excepting a greater scope of conflict in the starcraft universe. I imagine that could be something for the future?

well as you realized, were at version .12 soo we have 88 more versions to go and each is a Major/Minor upgrade, change, or addition. By the time we get to vesrsion 1.0. The game will look completely different, and much like the game.
Hopefully, if its possible, we might do alot of Revolutionary stuff not mentioned until its released.
 
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