What first?

What first?

  • Techs

    Votes: 2 15.4%
  • Units

    Votes: 1 7.7%
  • Buildings

    Votes: 0 0.0%
  • Civilizations

    Votes: 9 69.2%
  • Civics and Religions

    Votes: 0 0.0%
  • Other

    Votes: 1 7.7%

  • Total voters
    13
I would say civilizations first.
with traits and all we can go already in one direction and see what other things are needed to be done.
civilizations looks like a good starting point to me ^.^
 
I say we should start with a Campaign and therefore a scenario.

This way we will only 'need' X amounts of things ready for that time, and it will also allow us to make more specific stuffs ready for that 'campaign' meaning we'll start from scratch and make ALL Episode 1 stufsf done in a few scenarios...

This way we can also release things which are 100% done without and then later assemble it into a full mod.

I've gotten agood feedback on this theory a lot of times ;)
 
I, though am not part of this mod, have been foloowing it rather closely.
I beleive WGW is right. the Civs need to be done first, before anything else. (the eniter game revolves around the civs, and if you make them last, you'll have to change everything... also, the civilizationinfo.xml is the esiest to mod and change.)

just the opinion of a lurker
thomas

Edit: techs should be done really early too...
 
Techs general idea should be almost first, but the tech tree in general should be last. You need everything else to make a working tech tree. Otherwise, you could have one unit going to a less advanced one, because they fit with a particular tech name, and it happened to be later.
 
Mot true... it is much more work to go in and change all the references to techs after having done it. do the techs first, and then, as you go along, use the techs...
 
Why don't you create the techs at the end, rather than changing references to them. The civiliopedia could come later, but I meant the techs should come last compared to the actual working parts of the mod.
 
NO it shouldn't... beleive me. we did the tech half way through the arda mod, and it took eternities to look in every file to find where there were erferences to a random tech... they crop up in the most random files... (i think there is one in routesinfos.xml, but i'm not sure)

but it's not my mod, so do whatever ou want, i'm just trying to save you some trouble
 
I don't see why not, in that case. I have only helped in mods for CivIII, and I think that it is harder in CivIV. If we should do the techs first, then by all means, do the techs first. I just think that that would mean that we have to fit everything into a tight structure, based on the techs.
 
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