We will have "normal" editor for Civ 4 ?

Orion66

Master of Orion
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Hello

I like modding Civ3 becouse all was in user friendly editor.
In Civ4 it is very difficult to mod anything becouse of many files and no interface at all.

Will Firaxis or maybe some skilled user make a similar editor like it was in Civ3 ?
 
I am currently talking to two devs about assisting me with an IDE for Civ4 modding. Once I can get a solid team together we will be working on one.

Some of the things I have ready so far will knock some socks off. :-)
 
Teaser Screenshot

Note that selecting a civic brings up the editable fields for that civic.
 

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Let the fans handle the *lack* of editors, Firaxis should focus on adding and improving things that WE can modify.

And if you have notepad you can edit everything in the XML files, no it´s not difficult at all, it takes time but difficult? :rolleyes:
 
Not difficult, complex and time consuming, inefficient...
 
an interface would be great for beginners like me. I can mod small things, but am known for leaving little pieces out which cause the whole thing to not work. Thank goodness for Find and Replace. ;)
 
Hmmm, that's an extremely elitist response Unspeakable Horror, IMO (unless you mean that Civ4 modding is much more approachable than other games, in which case I agre and disregard this whole post :p).

If only people that have previous modding experience can mod civ4 I'd say that's a bad thing and you'll lose alot of good mods because of it.

I've never modded before and it is time consuming and if you've no really coding experience it can be bewildering, and believe me I was. However I've picked up enough.

As soon as the community releases tools with a GUI I'll close notepad and not look back.
 
Feet said:
Hmmm, that's an extremely elitist resonse Unspeakable Horror, IMO. If only people that have previous modding experience can mod civ4 I'd say that's a bad thing and you'll lose alot of good mods because of it.

I've never modded before and it is time consuming and if you've no really coding experience it can be bewildering, and believe me I was. However I've picked up enough.

As soon as the community releases tools with a GUI I'll close notepad and not look back.

Hmm, you are right, sorry if I sounded rude or anything, what I tried to say is that:

Firaxis has a limited amount of time for patches, etc.
So it´s better to let them do the work we can´t do and let us handle the lack of tools etc, yes it´s true it´s complex to mod, but that in this case is a good thing, it means that there´s a LOT we can do (in this particular case)

And yes, as soon as the community releases all the tools with a GUI etc I will too close notepad and don´t look back ;) I´m not that crazy :lol:
 
Because of the fact that modding this game is already easy as hell, I don't want developers devoting any time to making editors instead of focussing on the game itself. If you can't/don't/won't understand it or don't want to put the effort into something that is already easy as pie, you simply shouldn't be modding at all.

Now, that screeny posted above is pretty good. It makes it a bit easier, but probably won't take away the fact that it will still take a bit of effort. Nevertheless, I will always do this by hand. I like to do stuff myself. ;)

Note that this is just my opinion, don't flame me for it. :p
 
I'm sure there will eventually be a good program to do the typical Civ changes - civics, religions, civilizations, units, technologies, etc. I think certain things will always require writing code, for example, making changes to advisor screens or making new gameplay rules.
 
Regardless of how much Firaxis provides, people are going to want more and not be satisfied. The tools provided along with the modding pdf and the bmp->wbs converter comprise a decent set of tools for the game at release. People want to compare them against a seasoned game in which the modding community already has lots of time invested.

I have to balk sometimes at people complaining it's all too hard. Go read half the posts being posted lately asking for help. It's pretty obvious, at least it seems like it to me, that they haven't even made an attempt to do things on their own. For instance, when someone posts that they can't find the xml files and asks where they're even located then it shows total lack of effort( hi try searching your hd via file explorer for *.xml). People have written plenty of guides in the subsection of this forum that address more than a few of the questions being posed.

Sorry for the rant.
 
Tremo said:
Because of the fact that modding this game is already easy as hell, I don't want developers devoting any time to making editors instead of focussing on the game itself. If you can't/don't/won't understand it or don't want to put the effort into something that is already easy as pie, you simply shouldn't be modding at all.

Now, that screeny posted above is pretty good. It makes it a bit easier, but probably won't take away the fact that it will still take a bit of effort. Nevertheless, I will always do this by hand. I like to do stuff myself. ;)

Note that this is just my opinion, don't flame me for it. :p

I found it Significantly easier to mod Civ3, because it shipped with an editor that let you modify all of the rules on one screen, in a single file.

The way its set up right now, with XML and Python, it may be "easier" to change the values how you want, but it's a ton of work just to find what file the value you want to change is in.

And yes, I am aware that there are tutorials on how to do that in the forums, but if the game shipped with an actual editor in the first place, a good number of those tutorials would be completely unnecessary.

I understand that Firaxis has a limited amount of time and manpower for patches, editors, etc... but this is the kind of game where it's reasonable to expect it to ship with a powerful map and script editor. From day one they've been advertising the extreme modability of Civ IV. Imagine the commotion there would have been if NeverWinter Nights had shipped without a module builder, or any scripting documentation whatsoever.

Bottom line: when the game is advertised to be extremely moddable, you expect it to ship with a tool to help you do so, or at the very least, a reference that lets you easily determine what file you want to edit to achieve a desired result. Firaxis dropped the ball here, and it's reasonable for us to ask for a little bit of post-release support in this area.

PS: I have had previous experience scripting, and modding games that I play, including those that weren't designed for player modification, (Civ2, C&C: red alert, Total Annihilation, StarCraft) and have found all of these easier to work with than Civ 4. All of them were more helpful to modders than Civ 4 has been to me. Even red alert, which required reverse engineering of packed data formats to edit, had more helpful and useful comments in its rules.ini file than I have found in any of these xml or py files.

PPS: I see in previous posts a general attitude of "people who can't mod civ-4 are idiots". These posts would have you believe that the responsiblity for educating people about how the game works lies with the people who play it, rather than the people who actually put it together, and that anyone who has a complaint just hasn't read the tutorials. One of them makes reference to a modding pdf file which certainly doesn't exist on my game disc.
I call BS. I spent three hours last night trying to find the subfunction that assigns names to newly created units, so that I could mod it so great prophets, engineers, artists, scientists, and merchants have names specific to the civilization the were born in. The tutorials provided by the community of civ players certainly provided more help than nonexistant ones provided by the people who made the game, but there was still nothing that actoually helped me find the function.

RE: Shroudedmist
Where is this modding pdf you speak of? It's certainly not on my disk, and I see no mention of it on the Civ-IV site.
Where is a link to the bmp->wbs converter that Firaxis made? Again, I see no mention on their site.
Maybe there's more modding support for this game than most games its age, but that support is entirely from the community, not the creators. And this is a game which the creators marketed as being extremely moddable, and therefore have a responsibility to support the modding community.

Edit:
Moved a colon for better readability.
And, by the way, sorry for ranting so much on my very first post on these forums ever, I'm having a bad day, it makes me grumpy.
 
laugh

So your basic argument is that it isn't valid to include tools, guides and utilities that a) aren't officially created and released by Firaxis employees and b) aren't specifically listed on their website. If it isn't on your disk then it doesn't count? I guess we won't be able to include any patches or utilities that get released down the line either using your line of reasoning then. Using those criteria would exclude all sorts of things considered useful to all sorts of games that people praise as being moddable.

Anyone with actual interest in modding would at minimum (typically since your post suggests it isn't a foregone conclusion) take some time to browse the community section of Firaxis' website and see (OMG) civfanatics and apolyton as the first entries. One would then go to their respective forums and look for the Creation and Modding forums and see (OMG) stickied threads or distinct subforums for tools, faqs and guides! The official release of the BMP2WBS tool was like 1 week after commercial release. The modding faq was released at the same time. How do you think these tools got written so quickly?

Firaxis released a graphic ingame editor with the game itself. They provided a rich and powerful modding environment that is exposed via xml and python. Firaxis developers like Trip have been all over these forums interacting with people and attempting to pass on info where he can so that modders can get deeper and deeper into things.

Support for modding in any game is always from the community first and the developer second. Always. In my opinion, Firaxis has done a damn good job with both the xml/python design they decided upon and its potential and their actual participation with the modding community so far and it's less than 1 mo after release.

Feel free to see the glass as half empty.
 
Unspeakable Horror said:
And yes, as soon as the community releases all the tools with a GUI etc I will too close notepad and don´t look back ;) I´m not that crazy :lol:
I refer you to the bottom line of my sig. :p

No really, I will use a GUI editor if it makes things easier. But personally I don't have much of a problem with doing everything in Notepad, the mother of all editors. In fact I've found myself cursing the C3C editor now that I've played around with Civ4.
 
ShroudedMist said:
laugh

So your basic argument is that it isn't valid to include tools, guides and utilities that a) aren't officially created and released by Firaxis employees and b) aren't specifically listed on their website. If it isn't on your disk then it doesn't count? I guess we won't be able to include any patches or utilities that get released down the line either using your line of reasoning then. Using those criteria would exclude all sorts of things considered useful to all sorts of games that people praise as being moddable.

Anyone with actual interest in modding would at minimum (typically since your post suggests it isn't a foregone conclusion) take some time to browse the community section of Firaxis' website and see (OMG) civfanatics and apolyton as the first entries. One would then go to their respective forums and look for the Creation and Modding forums and see (OMG) stickied threads or distinct subforums for tools, faqs and guides! The official release of the BMP2WBS tool was like 1 week after commercial release. The modding faq was released at the same time. How do you think these tools got written so quickly?

Firaxis released a graphic ingame editor with the game itself. They provided a rich and powerful modding environment that is exposed via xml and python. Firaxis developers like Trip have been all over these forums interacting with people and attempting to pass on info where he can so that modders can get deeper and deeper into things.

Support for modding in any game is always from the community first and the developer second. Always. In my opinion, Firaxis has done a damn good job with both the xml/python design they decided upon and its potential and their actual participation with the modding community so far and it's less than 1 mo after release.

Feel free to see the glass as half empty.

All I'm saying is don't give the Firaxians credit for what the fanbase hath wrought.

Normally modding support is from the community first and the developer second. But when the developer states it has modding in mind, I expect to see a little more followthrough.

But also, PLEASE tell me where to get that modding pdf thing you mentioned. Was it on your disk? 'cause it wasn't on mine.
 
Weasel Op said:
I refer you to the bottom line of my sig. :p

No really, I will use a GUI editor if it makes things easier. But personally I don't have much of a problem with doing everything in Notepad, the mother of all editors. In fact I've found myself cursing the C3C editor now that I've played around with Civ4.

:lol::b:
Yes, I agree :D

I didn´t use civ3 editor much so I can´t say anything pro or against it.
 
upthorn said:
Normally modding support is from the community first and the developer second. But when the developer states it has modding in mind, I expect to see a little more followthrough.

They did follow through. All of the game data and scripts are in very easy to edit formats that you can get free tools that are as good (okay they are the same tools) that Firaxis used themselves to make the game.

Get XMLSpy and the WinPython.

They will release a portion of the source to modders early next year.

The only thing they haven't done is give a nif convertor (I'm not sure they are allowed to).
 
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