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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:22
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We ran into a little problem over at our secret lodge: Vel said from the start that as much as possible will be moddable. Well... we're all commited to that idea, if it is possible to code of course. Right now, it's choosing time, it would be a bad thing if, after the game is finished, the coders should go back to see what has to change to make the game moddable.
Even if everything should be moddable, it would also be foolish to spend resources now on something that very few people would use. Hence this poll: what do you feel is needed to be modded in the commercial release of this game? (In the free version, most likely nothing will be moddable, or at least no editor will be provided). Please explain your choices in a post, so we have a feeling of what you want.
If it I would have left out some important option: let me know, and we'll include it.
Some explanations to the choices:
Graphics
The graphic options...
Maps
Custom made maps (also needed for scenarios)
Building and troop characteristics
Adding new buildings and troops, or change the parameters of existing ones
Technologies
Changing technologies, or even adding / deleting ones
Fate Cards
Changing / adding fate cards (normally this is foreseen, but I'd just add this so noone mentions it...)
diplomacy
If you want to mod diplomatic behaviour (basic or more throughly like including and programming other options than the ones shipped in the first version)
basic AI tweaks
Similar to the Civ options: change the aggresiveness of some factions, or how likely they are to build a certain thing
scripting: timed events
For scenarios, events are great fun, however they also pose considerable programming resources. An example: make a scenario in which at turn 10 everybody will engage in a war against each other
scripting: AI
Full size AI scripting, making new AI routines if desired
Sounds
If they ever get in...
Bananas
If you want to mod the bananas.
Note that wanting to change something is not the same as wanting to mod something: if a certain feature of the game is not good, we can patch it, which doesn't mean someone has to mod it. Modding is more for scenario building, and variance in the game.
Also, please indicate if you want something to be moddable because you think someone else will surely mod it and you'd think that cool, or if you really want to play with it yourself.
All thoughts and comments are welcome!
DeepO
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neonext
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from a programmer's standpoint, i find most of these areas to be incredibly easy to be moddable. most of them can easily editable text files and images.
depending on how the gameplay is structured, diplomacy might be one of the harder ones, as well as some of the AI routines (however the characteristics of AI players and other AI tweaks would be easy of course)
as for bananas, that one is an obvious must, i would be very surpised if anyone voted against it
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ravagon
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Australia
Sep 1999 time: 13:22
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Personally I'd like to see the potential to modify as much as humanly possible.
The problem as I see it though, comes about in the form of the effect such drastic gameplay changes could have on the innate AI built in to the system.
The AI guys can probably make it as robust as possible to handle such variations but would that be at the cost of the core game?
There's a limit to what can be done I think - Optimally you'd probably have to go for a fairly narrowly focussed AI, able to effectively compete in the core and "near-core" rules but which has to be (ie: and can be) adjusted by those players modifying gameplay too far from the baseline.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:22
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Everything. Except maybe Fate Cards as they are probably a bit hard to write and balance and you might want to give in to hard-coding there.
Look at what we did (do) in Clash of Civ (demo 7) -you know, the forum right next to this one-. You can mod just about everything we have implemented. And it costs about nothing to code that moddability... well, except Gary wrote a first xml parser, I wrote a second one and he wrote a third one, but now it is not going to change, as making new code moddable costs nothing. Really nothing.
So mod everything with text files to start with. Don't take technicalities as excuse not to make things moddable. Think of tweaking the game: would you rather recompile everything or edit a text file and re-run?
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:22
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Sorry for thread-jacking, but no, it is not MP only. It is not even MP at all in the current state of the demos. Freeciv is much more MP only AFAIK. Try it, you'll see.
I'd also like to point out that we made it moddable early because it is the easiest way to develop an in-game tutorial. That is a point worth considering for Candle Bre too: What events do you want to use to explain new concepts to players, and things like that.
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pg
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all i really want mobbable is maps, and the ai stuff.
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