Greating Intrepid moders, hackers and Civ-adicts the Civ4 Core Community. NEWS Many of you have never seen this forum until now as it has been Private and the project has languished for some time partly because of it. To stimulate and support a new burst of development I've done several things, first Thunderfall has at TGA's consent made me group moderator, second I've had Thunderfall make the forum public and thirdly I'm now admining the projects SourceForge repository along with mexico. WHY ITS OPEN By opening this forum I'm hoping to generate more interest in the project both by other mod makers and the community at large. Were going to take requests from anyone who has them but please make sure that your requests are appropriate for the nature of the Project (see requests section). I'm also looking to recruit as many developers and testers as possible. Sign-up today. WHAT MAKES CCCP SPECIAL The CCCP is very different from all the other mod projects with sub-forums. It realy isn't a mod, its a mod platform, a set of code and tools and features beyond the standard Firaxis SDK that can be used to make a "real" mod such as Ket's mod which was built ontop of it. The target audience is the mod making community itself, the goal to make the project so desirable that everyone wishes to use it as a Basis for their mods. I even expect most of the team members will have dual membership in the popular mod packs. To maintain interoperability as much as possible the CCCP is devoid of any actual game play content any request which is "content" like "add the Dutch civ to the game" or "make the Axman weaker" would be rejected automatically. The CCCP wont even contain the files these things are stored on. The appropriate requests are for adding new features to the game engine such as a new XML tag, rule changes in the SDK and improvements to the User Interface. REQUESTS Their are two types of valid requests each of which has its own separate Request thread (use them). Their are requests for new never before seen features and requests for an existing mod to be merged into the project. The first step of the former is for someone to develop this new thing in the first place, if a project member like the idea and decides to in fact do that then great it kills two birds with one stone (creation and integration) but that doesn't have to be the only way. Their are lots of mod makers who whip up mods on request or because they like an idea they heard about. If some outside our project will do or has already done the development then the request is of the second much easier type. And of course if the mod author themselves wants to do the integration work all the better. PRIORITY Prioritizing tasks is of course going to be necessary in any project. But priority in a volunteer project is really quite loose when it comes down to it, every team member really sets their own priorities, the "official" priority list is really a guideline. I'll consult with the team and fans of CCCP seek to prioritize tasks in the following order. Critical Bug fixes (the game is crashing) are of course the #1 priority and all members should try to atleast examine a major bug thats found on the chance they might instantly be-able to solve it and spare someone else a bunch of Second priority is getting non-functional (but not game crashing) things to function properly. Third is including existing or new stuff thats important for one of the mods thats actively built upon top of the Project. Forth is including existing stuff for a mod that wants to migrate to being built on the CCCP. Fifth is incorporating existing and new mods of high desirability by the general fan-base. Lastly the development of brand new functionality thats desired by fans (but not wanted for any existing mods). ELIGABILITY Their are some rules that we need to follow to keep the spirit of the project, all mods need to pass eligibility to be allowed in. Eligibility is completely technical in nature theirs no judgment on how "fun" something would be. We can do this because the #1 eligibility rule is "All new functionality must be by default latent" This means that the new feature will be dormant and inactive until explicitly activated by some switch in the games Assets, typically a GlobalDefine or using a new XML tag. Other alternative activation methods might include the inclusion of a special Python file or something I've never even heard of before so long as its optional and can be configured to be latent. The Second test is stability, components don't need to be absolutely rock solid but should atleast be mature. Third is performance, if it causes a major slow down in game speed or consume huge amounts of memory then it would be ineligible. JOINING To join the project just post in the Join thread, list your skills what mods your developing or working with and what you plan to contribute. I'll then add you to the group. If you dont have a SourceForge account get one and then I'll add you as a developer their as well. If your not familiar with version control software read up on it, the repository is SVN based. Also place a post in the Current Task thread and edit it as your current project changes so we can see at a glance what everyones currently doing.