Announcement
Are you excited about Civ4?
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I do not recall any demo for civ3. Did they do one?
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I never really got into civ3, even though I bought both expansions and really really tried to finish a game. Most of the time I quit after the ancient era out of shear bordom. I've just restared playing SMAC (never got my hands on the expansion) and am actually enjoying myself. So I don't know if I will buy civ4. I will probably wait, see what the consensus is and if bad just put off buying it until it has gone down in price or until all the expansions have been finished.
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Think I'll give it a try, and will be glad to have done so if a SMAC mod sees the light.
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OMIGOSH HAY GUYZ DIS IS SO KEWL!!!!111
This page...
And CTRL-F for these words...
Customization Flexibility
And the bit that interests me...
AI Software Developer’s Kit (or SDK): For even more advanced modders, Firaxis is offering the entire AI and Game Code of the game. Here, players can change literally everything about the game they want. They can even create and write their own game types to pretty much building their own game, loosely based on Civilization. Literally everything can be changed. It has been said that it is very, vary rare for such an amazing modding level to be released for a strategy game. The AI SDK will be available shortly after the game ships.
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WOW--
I don't have any modding skills but I would be thriled to see what arises from this. I already see folks like Darsnan doing amazing things within the many limits of Smax-- I can't imagine what the modders will come up with if they have carte blancheYou don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo
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Good work Senethro!
I extracted everything of modding interest from the http://www.civfanatics.com/civ4/info/#Notes:
Section notes are of particular interest to SMAC community.
People do not lie when they tell you some like to customize the game just as much, or even more so than to actually play it. What's new here?
Civilization IV will set a new standard for user-modification, allowing gamers to create their own add-ons using Python and XML. It will be the most customizable version of Civ to date! Basically, full mod support is offered here, and almost nothing in the game is hard-coded (unlike in Civilization III. Firaxis has also said that a fully customizable Government system will also be available, among the many other things...Below are the four modding levels Firaxis games has released information on, ranging from the easiest (the Map Editor), to the most difficult (the Software Developer's Kit).
Map Editor: This will probably be like the Civ3 Map Editor. It is the easiest way to mod the game your way, and yes, anyone at all can do it with ease. You can create different customized maps, place buildings, improvements, resources, and units on the terrain, etc. The World Builder can be launched at any time so players can add new cities as well as creating new starting conditions.
The Flexible XML Files: All values of the data for the aspects of the game such as units, terrain, texts, and so forth will be stored here. Game speed will also be Moddable through the XML files. A perfect example of this is that a player can make some units get build really
fast, while making other improvements get built at a slower rate. There are lots of tutorials on the Web for this, so you may want to check out this section’s notes and get prepared for it if you are enthusiastic about modding the game (as so many people are). Every art asset has a scale value is in XML, and it can be modified
the way you like (these include buildings, trees, units, improvements, resources, etc).
Python: Moving up to a more difficult modding level for most players, Python is a very powerful scripting language that will allow people familiar with the scripting language to do things from changing and totally reorganizing the interface (as all of the interface is written in Python) to changing more algorithmic parts of the game like map generation, combat, triggers/events, and even the AI.
AI Software Developer’s Kit (or SDK): For even more advanced modders, Firaxis is offering the entire AI and Game Code of the game. Here, players can change literally everything about the game they want. They can even create and write their own game types to pretty much building their own game, loosely based on Civilization. Literally everything can be changed. It has been said that it is very, vary rare for such an amazing modding level to be released for a strategy game. The AI SDK will be available shortly after the game ships.
Some new modding tools will be the: Unit Formation Editor, Hot-Swapping of Assets, Python Scripting for the World Builder, Python Interpreter Console, Python Editable UI, L-System City Building, Colored Map Overlays, [and more].
The Unit Formation Editor will probably allow the units to change formations on defense and attack, and are based on any game states that are exposed to Python.
A number of pre-built scenarios will also be available with the game as it ships that also have different victory conditions. The World War II scenario, for example, will start you with all your cities and military units already built, and instead of conquering the whole world, you may have a more focused goal, such as taking or defending Paris.
Even more Scenarios and a really top-notch tutorial (to help new players out) will also be included in Civ4. There is also no doubt that with the presented modding abilities, we will see some very exciting creations from all corners of the Civ community!
>"Customization Flexibility" -- Section Notes: If you want to learn how to mod
Civ4 even before it is released, through Python, check out Gingerbread Man's lessons, and tutorial on how to use the Python programming language. Click here to go to his thread and here to enter his tutorial site . If you are interested in XML, click on the XML Tutorial for more information, on XML's official site.
Contact Information & Feedback: If you have any suggestions, know of more information that could be added here, or you see that some of the current information is inaccurate or needs editing... or you simply need help, please let me know either through the Article's Private Message (if you are registeredat the forums), or E-mail . I will make sure to make additions/changes as soon as possible when need be, and proper credit will be given.
SMAC/X FAQ | Chiron Archives
The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw
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Don't tell me you guys didn't know about the presumed moddability of civ IV yet?
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Originally posted by GeoModder
Don't tell me you guys didn't know about the presumed moddability of civ IV yet?
As Chaos Theory has stated, this is a good and concrete overview of all information regarding cIV, and what is more important for SMAC community, its moddability.
Everyone has heard that almost anything is possible to modify in cIV, but this is a nice summary of what will be possible to actually do, and gives details of modding tools that will be available with the game.SMAC/X FAQ | Chiron Archives
The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw
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No, I'm not excited about Civ4. I'm reserved in my feelings about it, and refuse to get any hopes up since Civ3 sucked like a micrometeorite puncture on the international space station.(\__/) Save a bunny, eat more Smurf!
(='.'=) Sponsored by the National Smurfmeat Council
(")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)
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One of the most interesting aspects of cIV is that the scale will be totally flexible. Dale (awesome civ3 terrain modder) has gotten confirmation from Firaxians that a modder can play with the scale of the objects in whatever manner they wish.
Meaning, you can get units that are dwarfed by their terrain. So, zoom in on your phalanx, and they will be much smaller than the forest tile in which they are placed.
Combine this scaling factor with the ability to set camera and perspective controls (also confirmed via Dale), and you can pretty much remake the visual aspect entirely.
Here is a mental image for you... World of Warcraft type perspectives in cIV.
Now, if we can combine the sorts of mods Dale will be doing with some SMACish elements... well, I, for one, will need to find another job as I will quickly exhause my sick days bank...
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