abso said:
we can talk about shoulds. it's a matter of userfriendliness. there IS software-development out there with people involved who don't get paid. they comply with standards.
Yeah, it's called "open source" and has nothing whatsoever to do with modding games. They comply with community-set standards because if they don't their products won't work - at all.
What you're talking about here is a systematic way of doing the formating and commenting. That doesn't exist in modding in any game I've been involved in, nor does it exist in the open source world. One has only to take a gander at any dozen projects at SourceForge to see the truth of that. Everyone has their own style, and because they're doing what they're doing for free they aren't answerable to anyone else in that regard.
The only people who get annoyed with this are the ones who think THEIR system should be used by everyone else. That's a silly expectation any which way you slice it. Like I said, you start paying me and I'll consider it; until then I'll do whatever I think is best, and that's pretty much the end of it.
As for the mysteriousness of modding this game, there are in essence two separate issues: the xml files, and the python files. The python files require either some expertise in programming, or the willingness to puzzle out the programming (with the help of folks here), along with some basic natural talent. Not everyone is going to be able to master the art of writing python code; in fact, most people will never be able to do this, but there simply isn't any other way to accomplish what the code does. There is no 'magic toolset' that can replace real, honest-to-god coding, and non-programmers need to understand that. You can't overlay a GUI on the code and hope to become a pseudo-programmer by mastering ten thousand pretty little buttons.
If you've been struggling with Python tutorials for the past couple of weeks and are no closer to understanding it than when you started, it's time to admit that you just don't have the talent (just like I'll never be a pianist, or an auto mechanic) and give it a rest. That's just the way it is. Everyone has their own set of talents, and none of us are Renaissance men (or women). If it's any consolation, no previous Civ editor modified the code either; they just changed the values of certain variables, much like we do with the XML. And they weren't nearly as versatile as having access to the XML files in Civ 4 is, either.
As for the XML files, *everyone* can understand them if they stop looking at the files as if they were written in a programming language, like the Python files. XML is nothing more than HTML on steroids, and neither XML nor HTML is a programming language of any kind; they're just ways to format documents to make them look prettier, or easier to do things with. That's all. It doesn't take a lick of innate talent at programming to use XML, just as it doesn't take any talent to use HTML, as so very many people demonstrate on the web every single day.
All of the XML files are just ways to display documents, or organize information. The only mysterious thing about any of them is what some of the more esoteric variables do. And you can crack any one of them open in Notepad and modify them at will; no special programs of any kind required. In fact, I'd argue against using a specialized XML editor since these programs usually just make XML look more complicated than it is (a sales tactic for the program).
The XML files can do 95% of what people on this forum tend to ask for. You can completely alter the game just with the XML, without ever touching Python. In fact, I'm doing just that right now.
Max