V19 TODO's

Everyone could individually post in both a combined future 'Plan' Outline thread, and their personal threads simultaneously for major updates, and keep the minor thought process in their individual threads. Then once a phase or subphase is complete, all the progress could be updated into an organized, update 'Completed' Outline for updating on the main page as V19 is finished and so on. Ideas can still be fleshed out and discussion in both current and future sections, so progress can be controlled by team members and future ideas discussed by thread visitors. This would allow work to be done both linearly(by plan) and non-linearly (at one's own pace). Team members could continue to work at their own pace, and then start to aim at group progress to complete a version like V19. Concept threads could collect currently being worked on concepts, and separate them from free flowing concept discussion on future ideas, and concepts. That way when we have an idea, we could park it instead of forget it.

@Thunderbrd - anarchy can be reduced by organizing a hierarchy of threads for planning. Team, Individual Progress, Mods to be looked at for Integration in the future, Current - Working, Future - to be done, Eras, Phases, etc. It can be organized in many different ways, I would look at how some of the other mods are being organized in the project development threads. There is a strong benefit to bringing discussion out of instant messaging between team members and into an open discussion or topic discussion threads.

Note: Sorry that my Phase Plan, was unfocused, I was just launching the idea for immediate discussion. I could wait to organize my thoughts a lot more, but I don't have much time. I would rather contribute my basic ideas for discussion than wait for a good bit to launch them fully developed. This way the better ideas win. That is why it is a good idea to create threads so that we could park ideas, and discuss them at our leisure.

A better idea:
1 INTRODUCTION 1
1.1 PROJECT PURPOSE 1
1.2 ASSOCIATED DOCUMENTS 1
1.3 PROJECT PLAN MAINTENANCE -SVN 1
2 PHASE 1 - Prehistoric Era
2.1 OUTLINE OF CLIENT’S OBJECTIVES 2
2.1.1 Objectives 2
2.1.2 Success Criteria 2
2.1.3 Risks 2
2.2 OUTLINE OF <ORGANIZATION> OBJECTIVES 2
2.2.1 Objectives 2
2.2.2 Success Criteria 2
2.2.3 Risks 2
2.3 DEFINITIVE SCOPE STATEMENT 2
3 DELIVERABLES 3
3.1 TO CLIENT 3
3.2 FROM CLIENT 3
4 PROJECT APPROACH 4
4.1 PROJECT LIFECYCLE PROCESSES 4
4.2 PROJECT MANAGEMENT PROCESSES 4
4.3 PROJECT SUPPORT PROCESSES 4
4.4 ORGANIZATION 4
4.4.1 Project Team 4
4.4.2 Mapping Between <Organization> and Client 4
5 COMMUNICATIONS PLAN 5
6 WORK PLAN 6
6.1 WORK BREAKDOWN STRUCTURE 6
6.2 RESOURCES 6
7 MILESTONES 7
8 PERFORMANCE AND METRICS 8
9 RISKS, CONSTRAINTS, ASSUMPTIONS 9
9.1 RISKS 9
9.2 CONSTRAINTS 9
9.3 ASSUMPTIONS 9
10 FINANCIAL PLAN 10
11 OTHER 11
11.1 OPEN ISSUES 11
11.2 OTHER 1

or
from World History Mod
http://forums.civfanatics.com/showthread.php?t=262780
MOD DEVELOPMENT STATUS:

PHASE ONE (Andes, Mesoamerica, Natives):

Compile civ information: 99%
Settler/War Maps: 95%
Get Civs in-game: 99%
Finish all needed Map Resources: 99%
Place all Bonuses, Terrains, etc.: 100%
Wintermod/Icemod: 95%
Finish all Mesoamerican/Andes unit art: 98%
Finish all Native unit art: 90%
Finish all Caribbean unit art: 90%
Finish all UBs/Base Building Art: 40%
Finish all Unit/Building Buttons: 0%
Civ Start Maps/Shortcuts: 20%
New Culture/Rebellions System: 20%
Rise and Fall System: 25%
Mod Timeline: complete
Techs/Tech Buttons: 20%
Civics/Civic Buttons: 10%
Civ/Leader Buttons/Graphics: 100%
Other Buttons/Graphics: 0%
GameFont Files: 100%
Civpedia Articles: 10%
City Name Map/City Lists: 70%
Minor Gameplay Mechanics: 5%
Events: 0%
Lesser Natives and Mechanics, Minor/Ind. Civs: 40%
UHV Coding: 0% postponed
UP Coding: 0% postponed
Generalized Cleanup: 0%
Delete unneccessary files: incomplete

as examples..
I could do better with time.. I have a degree in business management and I have a bit of project management experience.
I will float another more organized concept later.
 
@rightfuture

No offense but we all do this for fun. We are not payed nor is this our "job". Generally everyone works on whatever they feel like accomplishing or are nice enough to do by either request or responsibility to the project.

I am not sure about everyone else but I very much enjoy being part of C2C because of this freedom to create and expand upon an already awesome mod. When and how things get done is icing on an already massive cake.

Personally for me I move from min-project to mini project in order to keep from getting bored. This is why there are many unfinished features in C2C. This is how I work best and so far it has give rise to many wonderful features that others have added to or continued. There was no real order to this other than what I have the skills to do and those I will do later either when I have the skills to do it or someone can help (ex. Events, Adding Animals, Galactic Era, etc).

While I can see how an organized plan can be useful I am not sure if it will help. If anything it may raise expectations of players wanting X or Y feature that either take awhile to come or ever comes. There is also some level of surprise that I think some people like SO and I like to do where we have some non-public projects that we do not want to share until they are more developed.

I hope you understand where I am coming from, especially since I like to be involved at least in the discussion of many projects within C2C. This way I can get a bigger picture of the project and how I personally want to contribute to it.

In short I think its less important what I write down on a list to do than it is what I actually sit down to do and push to the SVN. Gives us the freedom to do what we can do and we will produce awesome stuff. We have so far the more freedom we have gotten such as not being part of RoM/AND anymore, getting our own sub-forum, being able to contribute whenever you want to on the SVN, has allowed the project to boom. Never before has there been so many people producing so much at such fast a pace as it is now in C2C.
 
As for to do in V19: please secure that the BUG-options are saved again.
The trick with double-saving the game file does only work if there are no asset changes at all, and with the pace you guys offer updates on the SVN i always have to adjust the options by hand.:goodjob:
But this is also my fault since i can´t resist to the offered updates and simply play one game without updating. :):cool:
You don't need to put UserSettings folder under svn sync, just only Assets, and PrivateMaps separately.
 
@rightfuture

No offense but we all do this for fun. We are not payed nor is this our "job". Generally everyone works on whatever they feel like accomplishing or are nice enough to do by either request or responsibility to the project.

I am not sure about everyone else but I very much enjoy being part of C2C because of this freedom to create and expand upon an already awesome mod. When and how things get done is icing on an already massive cake.

Personally for me I move from min-project to mini project in order to keep from getting bored. This is why there are many unfinished features in C2C. This is how I work best and so far it has give rise to many wonderful features that others have added to or continued. There was no real order to this other than what I have the skills to do and those I will do later either when I have the skills to do it or someone can help (ex. Events, Adding Animals, Galactic Era, etc).

While I can see how an organized plan can be useful I am not sure if it will help. If anything it may raise expectations of players wanting X or Y feature that either take awhile to come or ever comes. There is also some level of surprise that I think some people like SO and I like to do where we have some non-public projects that we do not want to share until they are more developed.

I hope you understand where I am coming from, especially since I like to be involved at least in the discussion of many projects within C2C. This way I can get a bigger picture of the project and how I personally want to contribute to it.

In short I think its less important what I write down on a list to do than it is what I actually sit down to do and push to the SVN. Gives us the freedom to do what we can do and we will produce awesome stuff. We have so far the more freedom we have gotten such as not being part of RoM/AND anymore, getting our own sub-forum, being able to contribute whenever you want to on the SVN, has allowed the project to boom. Never before has there been so many people producing so much at such fast a pace as it is now in C2C.

I have to agree with Hydro.

Although a more organized approach might be theoretically beneficial (I'm a professional software developer so I am used to a more organized approach), the actual likely effect would be to lose core modders, since we're not looking for a second job here.

The reason I started the thread for V19 was to serve as a reminder to me, and a heads-up for you so that you can comment/provide feedback. Nothing more. For major undertakings (e.g. - solving issues with fixed borders from my list) I'll be starting separate topics as necessary.
 
I was thinking of a phase plan as more of a guideline tool to make things easier, so that different team members can coordinate, problems could be tackled together, and discussion forums can be floated for further development. I just rounded out a sample development plan for showing how organized it could be. Anything that interrupts your freeflow of work or ideas would be counter productive.
A loose plan, is just that a loose plan, giving people an idea of where things are headed, and a framework where you are free to do what you want. You simply fill in what you want to make things more concrete. Then you could prioritize a little together.
A simple plan would give also give others an idea where you are heading, then they could either start discussing ideas in advance, to work things out a little, or they could prepare to fill in anticipated gaps.
With more people, you can accomplish a little more, and a simple tree foundation lets you lay the buildings block you want while still having freedom to work on the parts of the tree as you wish.
More of a rough draft outline, that stays a casual prototyping environment than a structured progression into production.
Is that a better way to look at it?
 
@Hydromancerx, Koshling, everyone
Thanks for letting me try to help a little.
I'm still pretty new to participating in any forum.
I believe in the casual approach, and I really want to find a way to do something to help you guys improve C2C.
I want this to stay fun and interesting!
Maybe I'm taking a too serious approach to trying to fit in.
Until I can figure out what I could offer, all I have are ideas, and my eyes.
I'm a little over-educated, I have a business degree and 4 years split in computer engineering and computer science though it's rusty, and am a bit of a science and science fiction buff.
I can see that I'm thinking out loud a little too much, maybe it would better if I just drop simple thoughts. I kinda like talking things out... discussion. But I don't want to be a distraction..
After all the last thing I want is to take anyone away from their idea of fun or progress. You all have a great flow!
 
@rightfuture

Well the best thing you can do is play test. We need feedback on how you played, what you liked, disliked, if you found any bugs and if you have ideas on how to improve C2C. In general people only tend to report if there is a problem or if they generally love the mod. We need some in between feedback such as "where was your gold level at the beginning of each era?" or "is the game too hard/easy?".

Doing a play test blog thread would really be great if you want to help out.
 
@rightfuture

Well the best thing you can do is play test. We need feedback on how you played, what you liked, disliked, if you found any bugs and if you have ideas on how to improve C2C. In general people only tend to report if there is a problem or if they generally love the mod. We need some in between feedback such as "where was you gold level at the beginning or each era?" or "is the game too hard/easy?".

Doing a play test blog thread would really be great if you want to help out.

Play testing blog would be awesome. I encourage lots of poepl to do this. I'll start one myself next time I start a new game (though TBH that'll not likely be until close to V19 release I expect now)
 
Migrating this from another thread. I think either Koshling or AIAndy can implement the tags DH signed off on.

http://forums.civfanatics.com/showpost.php?p=10956783&postcount=147

EldrinFal said:
@Hydro

Thanks for the listing. That is actually very helpful when assigning them. I think a text doc would be useful too with the actual string verbatim. When I get some time, I'll put that together in similar fashion to the Features/Terrain/Bonuses file I made.

@TB

I don't think creating a whole NEW line of buttons and promotions is an effective use of system resources. Nor people resources. And it simply extra clutter that, in my opinion, can be handled more elegantly by the two simple tag additions to the XML.

If you are able to memorize what all those promotions mean by merely the image, I applaud your memory. Some of us though will still need to move the cursor over it to read the text, so I don't see a difference between doing so over the button or over the unit itself. And by your argument, it seems we should remove all of the innate bonuses/penalties to units and make them all promotions. It just doesn't make sense to me.

At this point, I can agree to disagree We don't need to argue back and forth.

@Dancing Hoskuld

Please decide how you want animals handled.

1) Set attack/defense/move bonus innately per unit. Two movement tag additions are required as I posted earlier. They are the same tags as used in the Promotions XML currently.

2) Create promotions for every Feature that include attack/defense/movement bonuses, and then add those to the animals.

3) Forego specific Features and simply give animals bonuses based on the existing Terrain promotions (as listed above by Hydro).

Dancing_Hoskuld said:
@Hydro you forgot he two terrain damage promotions, although I think we may need at least one more given the way terrain damage is implemented. Are we going to get terrain damage from the new terrains?

@Koshling, I like the idea of the extra two lists (tags) in the XML as being more flexible and faster to do and change.
 
You still planning to do a game blog?

When I next start a nwe game I will, but I don't know when hat will be. Right now I don't have C2C time anyway, but when I get back in a month or so I will be continuing my existing game as long as that is practical (want to get to test later eras with the exception of galactic of course as yet). In all probability it won't be until the New Year that I actually start another new game!
 
Just a thing that bugs me... mostly in recon units, but several of them run around with guns as their weapon before gun powder and a few dogs without canine domestication. This never makes sense.
 
Just a thing that bugs me... mostly in recon units, but several of them run around with guns as their weapon before gun powder and a few dogs without canine domestication. This never makes sense.

In lower graphics settings were you only see one model per unit the dogs don't show up on recon units. Not sure if that helps you.
 
So your response to my trying suggesting to add a bit of filtering to the units that displace clear use of techs they don't have access to is... go learn to make the animate unit models?

Diplomacy check... Fail.
 
So your response to my trying suggesting to add a bit of filtering to the units that displace clear use of techs they don't have access to is... go learn to make the animate unit models?

Diplomacy check... Fail.

Or I can remove the Subdued Animals from the game.:mischief: It is mostly modular so that can be done if you want. It would remove the offending units.

The problem is that we repeatedly get people complaining about the graphics but no one volunteers to do something anything about them.
 
So your response to my trying suggesting to add a bit of filtering to the units that displace clear use of techs they don't have access to is... go learn to make the animate unit models?

Diplomacy check... Fail.

Actually, its not at all what he really means, i used to ask questions like this in the "old" FfH forum when i was new to CFC also, and Kael let me know right away, if you dont like a certain something about something, do try and do it "yourself" first then say something about it. Thats how i learned how to make tons and tons of maps for CFC, and if i do say so myself, i am damn good at it (except world maps).

But if he hadn't said that to me, i would have never learned how to do something that was useful and what alot of other CFC personnel wanted and todate still use here. And thus i eventually got into modding, cause i like certain parts of this mod, but this mod DIDNT have it, so i put them together and poof , you get what you want, and so to make it shorter, "try it before you buy it" attitude should be in place.:p
 
Back
Top Bottom