Hi
After playing civ4 for a few turns, the first thing I missed was a usefull unit to build at any time, like our precious crawlers.
So, I wanted to start with adding a "harvester" unit to civ4, probably with a new technology as prerequisite tech (ie: tech = harvesting, prerequisites = mining and farming).
After a few hours looking through the files I have given up the mod for now without even "really" starting it, but I have some general remarks/questions about modding civ4 into alpha centauri:
=> There is not much documentation. Ie : there is a .ini file for each mod, but there's no list with options you can set there. There is documentation about what functions you can use in python, but no "top down" view to guide you to which files are used by the game for which purposes.
=> You can't "add" technologies, buildings or units, you have to replace the whole set with a whole new set. This might give small mods (ie: like adding 1 technology) some trouble with patches (the mod won't automaticly inherit the new "official" technologies), but this is actually beneficial for our project because patches won't interfere.
=> Graphics will be tough. For 1 unit, there are many graphics files, in different formats scattered all around the directories that are all referenced from different XML files. If I continue this small modding test, I'll probably just copy all graphics files from an existing unit and rename them to "harvester".
=> Adding windows (like designing the gui for the design workshop) is no problem at all. Firaxis used python for all screens in the game, so we should use python too and don't have to wait for the SDK.
=> All the talk about "civ4 is now fully 3D" is wrong, but we can probably make it 3D. You can not control the camera fully. You can only zoom in and out freely. When you zoom out, the camera angle changes automaticly to a more top-down view, if you zoom in, it changes to a more side-view. You can not really turn the camera, there are 3 fixed positions for rotating it (-45°, 0°, +45°). I hope we can remove all these unnecessary camera limits. Moving the camera around is quite counter-intuïtive: if you're zoomed out completely, you have to drag the map with the left mouse button to move it, if you're not zoomed out fully, this doesn't work anymore, and you have to left-click on the screen to recenter the map. Having 2 different moving-modes, depending on the zoom distance is ridiculuous IMO.
After playing civ4 for a few turns, the first thing I missed was a usefull unit to build at any time, like our precious crawlers.
So, I wanted to start with adding a "harvester" unit to civ4, probably with a new technology as prerequisite tech (ie: tech = harvesting, prerequisites = mining and farming).
After a few hours looking through the files I have given up the mod for now without even "really" starting it, but I have some general remarks/questions about modding civ4 into alpha centauri:
=> There is not much documentation. Ie : there is a .ini file for each mod, but there's no list with options you can set there. There is documentation about what functions you can use in python, but no "top down" view to guide you to which files are used by the game for which purposes.
=> You can't "add" technologies, buildings or units, you have to replace the whole set with a whole new set. This might give small mods (ie: like adding 1 technology) some trouble with patches (the mod won't automaticly inherit the new "official" technologies), but this is actually beneficial for our project because patches won't interfere.
=> Graphics will be tough. For 1 unit, there are many graphics files, in different formats scattered all around the directories that are all referenced from different XML files. If I continue this small modding test, I'll probably just copy all graphics files from an existing unit and rename them to "harvester".
=> Adding windows (like designing the gui for the design workshop) is no problem at all. Firaxis used python for all screens in the game, so we should use python too and don't have to wait for the SDK.
=> All the talk about "civ4 is now fully 3D" is wrong, but we can probably make it 3D. You can not control the camera fully. You can only zoom in and out freely. When you zoom out, the camera angle changes automaticly to a more top-down view, if you zoom in, it changes to a more side-view. You can not really turn the camera, there are 3 fixed positions for rotating it (-45°, 0°, +45°). I hope we can remove all these unnecessary camera limits. Moving the camera around is quite counter-intuïtive: if you're zoomed out completely, you have to drag the map with the left mouse button to move it, if you're not zoomed out fully, this doesn't work anymore, and you have to left-click on the screen to recenter the map. Having 2 different moving-modes, depending on the zoom distance is ridiculuous IMO.
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