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What type of mod are you working on?

Discussion in 'Civ4 - Creation & Customization' started by Requies, Jan 5, 2006.

  1. Requies

    Requies Prince

    Joined:
    Nov 15, 2005
    Messages:
    381
    I'm hoping this will be some sort of thread where we can figure out which modders are working on what type of changes since there seems to be a lot of duplication of effort going on.

    This thread was inspired by the conversation on this page

    At least with a centralized thread, you could possibly contact others who are working on similar projects and maybe work together to create something even better than what you could create individually.

    Ideally, this post would be stickied, so that anyone could take a glance a see what different modders were working on.

    So, please post what you are currently working on in this thread, and hopefully, I'll be able to update it fairly regularly, so that people will have an idea of what others are working on.

    Please use the format described in the second post to post to this thread.

    Req
     
  2. Requies

    Requies Prince

    Joined:
    Nov 15, 2005
    Messages:
    381
    Format of post

    Name of mod

    General Category of mod

    General Categories (Please, pick at least one of these)
    - Interface
    - Graphics
    - New Civilizations/Units
    - Game mechanics changes (Overarching game changes)
    - Gameplay tweaks (Era/Unit specific tweaks)
    - Utility functions
    - General
    - Scenario
    - New Gametype

    Specific part you're focusing on
    Examples:
    Interface - Domestic Advisor, Foreign Advisor, Military Advisor, City View, Main Interface, World View
    Game mechanics changes - Civics, Tech Tree, Religion
    Gameplay tweaks - Ancient, Classical, Medieval, Renaissance, Industrial, Modern
    New Gametype - Fantasy, Planet-based Futuristic, Space-based Futuristic, Roman Era, etc.

    Timetable (expected finish date)

    Best contact method (PM, e-mail, etc.)

    Link to your mod thread (if you want it)
     
  3. Requies

    Requies Prince

    Joined:
    Nov 15, 2005
    Messages:
    381
    Interface

    Graphics

    Additions

    Game mechanics changes

    Gameplay tweaks

    Utility functions

    General
    Scenario
    • Ancient
    • Classical
    • Medieval
      • Kushan [Medieval Mod] (2006/02/28)
    • Renaissance
      • Dale [Age of Discover 1492-1792] (2006/02/28)
    • Industrial
    • Modern
    • Futuristic
    • Fantasy

    New Gametype
    • Combat Simulation
      • Déja [Civilization IV: Tactics] (????/??/??) dependent upon SDK release date.
    • Fantasy
      • Kael [Fall from Heaven] (2006/02/10)
    • Planet-based Futuristic
    • Space-based Futuristic
      • Raize [Battletech Mod - The Inner Sphere] (2006/07/??)
      • Falkonite [Cosmic Era - Gundam] (2008?)
      • vbraun [Space Armada?] (2007?)
     
  4. Requies

    Requies Prince

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    Nov 15, 2005
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    381
    Reserved for future use
     
  5. Requies

    Requies Prince

    Joined:
    Nov 15, 2005
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    Advisor
    - Foreign Advisor (1/15)

    Utility
    - Logging changes (1/31)
    - Event notification (1/31)
     
  6. Exavier

    Exavier Destroyer of Worlds

    Joined:
    Nov 14, 2005
    Messages:
    906
    Location:
    Phoenix, Arizona, USA
    Name: Composite Mod
    Current Version: v1.6
    Last Update: 01/08/06
    Planned Next Update: 01/28/06

    General Category
    -- Combination

    Specific part you're focusing on
    -- Industrial-Modern Era (Planning to Rewrite Tech Tree starting with Steam Power)
    -- Multiplayer Functionality (Usable in Multiplayer Enviroment)
    -- Gameplay Tweaks
    -- Merging Mods

    Timetable (expected finish date)
    -- Ongoing untill I get bored with Civ4 (its bound to happen eventually)

    More Detail
    -- 21 New Units
    -- 1 New Building
    -- 30 New Promotions
    -- 9 Major Gameplay Changes
    -- 5 New Civilizations
    -- 2 Interface Modifications
    -- 14 Total Merged Mods

    Best Method of Contact
    -- Any IM Program (MSN, AIM, ICQ, Yahoo are all in forum profile)
    -- Forum PM
     
  7. Kael

    Kael Deity

    Joined:
    May 6, 2002
    Messages:
    17,401
    Location:
    Ohio
    Name: Fall from Heaven (sorry Requies, I had to add to add a category)

    General Category of mod: Fantasy Mod

    Categories: Its a complete remake, civics, religions, units, techs etc etc. It also adds spells that summon creatures, fireballs and buff units.

    Specific part you're focusing on: Everything

    Timetable (expected finish date): Phase 1 is set to close Febuary 10th, 2005 (at which point I will set into phase 2). The mod's first version was released on December 16th 2005.
     
  8. Requies

    Requies Prince

    Joined:
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    Messages:
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    No problem. Actually, the categories aren't set in stone, because I'm pretty sure I missed a lot of different types of mods. I changed yours to gametype (basically a new game) and made it fantasy as the subcategory.

    In fact, if anyone else wants to suggest new categories or new ways to group the mods, feel free to chime in :cool:.

    Req
     
  9. The Great Apple

    The Great Apple Big Cheese

    Joined:
    Mar 24, 2002
    Messages:
    3,361
    Location:
    Oxford, England
    Name: Warhammer 40k

    General Category of mod: Futuristic total conversion

    Categories: A total conversion based on the Warhammer 40k universe

    Specific part you're focusing on: Everything

    Timetable (expected finish date): As I can't do any work on it at uni, and assuming the ability to import units arrives soon, then I'll expect to release the first version in April.


    EDIT: And what does the (1/15) mean after the mod name? 1 out of 15? Eh?
     
  10. Requies

    Requies Prince

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    Sorry :p. So what specifically are you doing?

    Making tweaks to game play? Changing the interface? Combining other mods? Something else?

    Req
     
  11. Exavier

    Exavier Destroyer of Worlds

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    Location:
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    stop changing what your looking for and I will update it more...

    Mostly its Industrial-Modern era gameplay tweaks and additions as well as combining other mods into it while still keeping Multiplayer Functionality.

    You know what i think i will just get ahead of you in info... just in case (pulls out changelog and starts counting changes)


    EDIT: Better? :p
     
  12. Requies

    Requies Prince

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    LOL, I'm just trying to clarify, not get more information! :p....

    Hmmm, what to classify it as.... Perhaps "Gameplay (Industrial-Modern)" and "General (Combination)"?

    What is the Multiplayer Functionality thing?

    Req
     
  13. Exavier

    Exavier Destroyer of Worlds

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    Date for next planned version release i am assuming.

    My Mod is balanced and tested for bugs in a Multiplayer Enviroment. It works in singleplayer but its been put through its paces in Multiplayer games and is stable for them.

    EDIT: I've made so many changes its hard to clasify it to one specific type. Hence why i named it the Composite Mod :p
     
  14. Requies

    Requies Prince

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    Ah, ok, thanks.....

    Hmmmm, what category to put that in.... What extra stuff does it take to be put in a Multiplayer game? Does it require extra coding? Is there some check you need to bypass? Or is it something else?

    ED: Oh yes, it is date for next planned release.

    Req
     
  15. Exavier

    Exavier Destroyer of Worlds

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    Location:
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    There really isn't anything that needs to be bypassed or special coding... mostly balance and stability issues.
    Mods that use the CustomAssets folder are incompatable with MP games (and more so since the last game patch when the option was disabled).

    Also you have to pay alot more attention to balance because your not just throwing the units aginst the AIs but aginst other players. And if a unit is overpowered it can seriously break the game in a MP game (after all the AI doesn't understand overpowered where a human will make use of it lol). Also you have to make sure your stuff is more stable because you have to maintain sync between multiple machines. I have seen some python scrypts which would fail this instantly.

    EDIT: forgot to add 1 other thing... I am modifying the tech tree in my stated eras as well... just something to note, but thats not out till the next release :p
     
  16. Requies

    Requies Prince

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    Ok, gotcha. Should I break the Gameplay changes into more subcategories?

    Req
     
  17. Red Door

    Red Door Man of Mayhem

    Joined:
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    Messages:
    12,665
    Location:
    USA #1
    Name of Mod: The 65-Civ Mod!
    General Category: Adding New Civs (Sorry, another new category.:p )
    Gameplay Changes: Lets you and the AI play as one of 65 Civilizations. Hopefully, at one time in the near future.
    Specific Part You're Focusing On: I guess Gameplay Changes?
    Timetable: Goal Release Date: Febuary 21st, 2006
     
  18. Exavier

    Exavier Destroyer of Worlds

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    Do you need more? as I would probobly cover everything in that area easily.

    I would add a section for tech tree modification for those eras though... as thats hard enough to do without stepping on someone elses toes :p
     
  19. Kael

    Kael Deity

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    Location:
    Ohio
    You should include the name of the mod up with the author's name.
     
  20. Aussie_Lurker

    Aussie_Lurker Deity

    Joined:
    Jul 21, 2003
    Messages:
    7,725
    Location:
    Adelaide, South Australia
    Name: Civics Mod

    General Category: Totally revamping the civics system.

    Gameplay Changes: Want to add even greater choice and diversity to the civics system-particularly in the Ancient and Classical ages.

    Specific Part you are focusing on: Well, the civics of course :mischief:.

    Timetable: Hah (ROTFL), when I start to make some genuine progress THEN I will set a timetable ;). On the upside, though, Slavery now actually adds a slave to your cities and Serfdom adds a Serf-so I guess THAT counts as some progress doesn't it? ;)

    Yours,
    Aussie_Lurker.
     

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