I agree with the usefulness of a chief organiser, altough it's not urgent. It'll be nessecary once people have started to really dig into the work but at the start all the modders will be learning and the work will be of relatively low quality.
I for one fully intend to start off with a Civ4 Mod to learn the guts of the Civ4 Python Interface. This mod will happen to be C4:AC applicable but I do not wish to be concerned with SMAC correctness. (The mod will be adding Orbitals and Planet Busters and any other cool things I can think of to the Civ4 post-endgame. Since it's a Civ4 mod I can implement these concepts in whatever way I deem most appropriate, aint I the sneaky one?).
I intend to initially split my modding time between Civ4 Python Modding and C4:AC XML modding, mainly since the XML stuff will be easier to get right at first, since the XML stuff will use SMAC as a precise design document (ie changing the techtree to SMAC's). One of the initial tasks would be assinging people to (or should I say, finding volunteers for) changing over the major concepts. Naming and linking the techs, facilities, wonders, terraforming (name and bonuses). This should all be done as true to SMAC as possible, including the internally used names (ie TECH1) or atleast the ordering since all the media (icons and voices) use that naming scheme.
I believe once that is done our goal should be to make the game playable ASAP, even if it's still with all the Civ civilizations and such. In other words, to have the mod stable asap rather than changing too much and having trouble making the changes work together.
I for one fully intend to start off with a Civ4 Mod to learn the guts of the Civ4 Python Interface. This mod will happen to be C4:AC applicable but I do not wish to be concerned with SMAC correctness. (The mod will be adding Orbitals and Planet Busters and any other cool things I can think of to the Civ4 post-endgame. Since it's a Civ4 mod I can implement these concepts in whatever way I deem most appropriate, aint I the sneaky one?).
I intend to initially split my modding time between Civ4 Python Modding and C4:AC XML modding, mainly since the XML stuff will be easier to get right at first, since the XML stuff will use SMAC as a precise design document (ie changing the techtree to SMAC's). One of the initial tasks would be assinging people to (or should I say, finding volunteers for) changing over the major concepts. Naming and linking the techs, facilities, wonders, terraforming (name and bonuses). This should all be done as true to SMAC as possible, including the internally used names (ie TECH1) or atleast the ordering since all the media (icons and voices) use that naming scheme.
I believe once that is done our goal should be to make the game playable ASAP, even if it's still with all the Civ civilizations and such. In other words, to have the mod stable asap rather than changing too much and having trouble making the changes work together.
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