to all the MODDERS: Standardize!

abso

Chieftain
Joined
Nov 15, 2005
Messages
23
Hi all!

As there are quite a lot great ideas in the mods available in this forum, I would like it to be as easy as possible to combine them when playing. As there is no possibility to load mor than one mod, we all have to go and look for duplicate files and, if present, merge the changes. That's where it might get tough, as it's not always easy to see what some Modder changed in a specific file. So I am suggesting some basic rules every modder should adhere to:



1. Document your changes.
Either via comments (in python-files, for instance) or via an additional file where your xml-additions/changes go in. This makes it easier to merge two mods.

2. Create a ZIP that contains your mod inside a subfolder named after the mod

3. add a readme-file with info what your mod is about and what it does. probably also put contact-info in it (a link to the forum-post or the like)

4. Languages: if you change a name or add something new and you can't translate it into every used language: copy the english name to all other languages. this makes it A LOT easier for someone who knows other languages to translate. maybe asking in the forum for help will provide you with all languages, as we're international here.

5. create an .ini-file for the mod.

6. if you merge mods and want to republish the result, ask for permission first, and give credit.


a lot of you already do this, i know. if somebody else has ideas, we can expand the list.

thanks all for your great work!
a civ-fan since Civ I


[edit: language issue added]
 
I'd simply like all changes to go at the bottom of the XML files. When things get alphabetized and units go next to similar units it becomes troublesome to combine min-mods. I know I could buy a compare utility, but I haven't.... ;)
 
abso said:
1. Document your changes.
Either via comments (in python-files, for instance) or via an additional file where your xml-additions/changes go in. This makes it easier to merge two mods.
Even better would be to start all comments with the name of the mod making them very easy to find.

abso said:
4. create an .ini-file for the mod
Why?


Too bad it won't happend. There's no way you're going to get everyone to follow a certain standard short of forcing them to.
 
woodelf said:
I'd simply like all changes to go at the bottom of the XML files. When things get alphabetized and units go next to similar units it becomes troublesome to combine min-mods. I know I could buy a compare utility, but I haven't.... ;)

You don't need to buy anything. If you don't have a word processor that can do compares, you can download OpenOffice for free. Then simply open the original file (or your favorite modified version of the file) and do a compare with the file of the same name that came with the mod you want to check out. OpenOffice will give you a laundry list of every difference between those two files.

Remember, all the files available to modify (XML or Python) can be opened in a text editor. They don't require any sort of special program to view or change. I do all of my changes in Notepad, for example.

Max
 
Anima Croatorum said:
And a codex about apropriate content might also be good, to avoid possible flaming.

This would only work if everyone could agree on what 'appropriate content' is. Good luck getting that to happen. You'll have as many different standards as you have modders.

Max
 
*laughs* so you simply want that the 'programmers' of the python files etc. comment on their work so that it's possible to understand for other 'programmers' ... I mean that's really funny because even Firaxis didn't do much to help them *G*

Good idea, but only for modders who don't mind to 'loose' the control over their mod...
 
yeah, im sorry.
Im not going to waste my time putting a read-me in my file when I can put a general description up here. Installation problems could also be reported here.

The one thing I will agree with for unit makers, please make a .INI configuration. Would help scenario and mod creation a whole lot.
 
I'd much prefer it if modders took the time to create installation files to ease the process.
 
@AlCosta15
yes, a link to the forum post should be good enough. not too much of a time waste

@woodelf
try WinMerge http://winmerge.sourceforge.net/

@Witzzard
there is no control over a mod. the changes are for everyone to see. 'hiding' changes by making no comments and putting them all over a file when they might as well be placed at the bottom does not give control over your mod.
 
Hmm abso did you thought about modders wanting their mod in a certain way? So if they only do their mod it's their code... but when agreeing about letting someone put their code in another 'mod' it more or less also give the option that it's freely moddified...
 
This was the case with Civ3 modding. It was very standard.

And the only face I remember from Civ3 modding is Rufus, he'd probably know.

Whether it be Aaglo, Kal-el or anyone else, there was always a readme included, and everything was quite standardized.

Civ4 modding, once people start to learn how it is, will also become like this over time, as it would be getting harder for people to download these stuff and add them to the game.

It's the case in a lot of communities out there. Simtropolis 4 for SimCity 4 has quite a standardized way for example, and their system is working incredibly well.
 
Well, how bout a few guidelines?

IE. New civ mods.

1. Objective historical description(it should be correct, and should not include any form of hatred propaganda)
2. Leaders that are morally acceptable(IE. no Hitler, Mussolini, Franco, Horthy...) and their choice is not insulting to others
3. Nations that exist in real world should limit their city list to cities that are within their national borders today.

They should show the best a civ has to offer, not the worst, and maintain respect for others.
 
Anima Croatorum said:
Well, how bout a few guidelines?

IE. New civ mods.

1. Objective historical description(it should be correct, and should not include any form of hatred propaganda)
2. Leaders that are morally acceptable(IE. no Hitler, Mussolini, Franco, Horthy...) and their choice is not insulting to others
3. Nations that exist in real world should limit their city list to cities that are within their national borders today.

They should show the best a civ has to offer, not the worst, and maintain respect for others.

I don't think that setting rules like that would really catch on that well. Sure, some would like that, but others might like to be a little more unrealistic or delve into fantasy realms. Also, like other modders have said here, it's just not going to happen (I'm not going to restrict my own content just to make my own mods compatible with someone elses. If there's overlap, someone is just going to have to determine what stays and what goes. Installers just wouldn't fix this. However, I am for a standard that would require that all mods be put in the mod directory and be playable off the bat, as long as they're meant to be used that way, ie, this wouldn't apply to templates, tools, preliminary artwork, ect.).
 
Anima Croatorum said:
Well, how bout a few guidelines?

IE. New civ mods.

1. Objective historical description(it should be correct, and should not include any form of hatred propaganda)
2. Leaders that are morally acceptable(IE. no Hitler, Mussolini, Franco, Horthy...) and their choice is not insulting to others
3. Nations that exist in real world should limit their city list to cities that are within their national borders today.

They should show the best a civ has to offer, not the worst, and maintain respect for others.

Ehy, what a censorship! I will never follow the guidelines that others want to impose to me. Freedom of creativity, please!

@SpincruS :hatsoff:
 
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