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The First CB poll: what do you want for modding / scripting? (Time out:0 days after 07-09-2002, 00:49)
Graphics
Maps
Building and troop characteristics
Technologies
Fate Cards
Diplomacy
Basic AI tweaks
Scripting: timed events
Scripting: AI
Sounds
Bananas
View Results [Edit Poll (moderators only)]
Author
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DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:22
  Old Post 07-09-2002 00:48
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#1 Report this post to a moderator
The First CB poll: what do you want for modding / scripting? Got spare money?

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

neonext is offline neonext
Warlord
Cali
Aug 2002
time: 21:22
  Old Post 07-09-2002 02:59 Visit neonext's homepage!
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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

Chowlett is offline Chowlett
King
of Candle'Bre
May 1999
time: 05:22
  Old Post 07-09-2002 04:25
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Avatar Enlargement: We've got the solution

quote:
as for bananas, that one is an obvious must, i would be very surpised if anyone voted against it


Ha! Shows what you know...

Anyway - I selected all except graphics and sounds (well, and bananas) - that's not that I think those shouldn't be moddable, I think we should aim for everything on that list being moddable eventually - but I personally probably wouldn't use them.

moomin is offline moomin
King
Moo Like In Moomin
Jul 2000
time: 05:22
  Old Post 07-09-2002 04:38
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Lose 30 kilos (of popups)

I want modable maps. In fact, I want a RMG!

But I believe I've mentioned that before.

moomin is offline moomin
King
Moo Like In Moomin
Jul 2000
time: 05:22
  Old Post 07-09-2002 04:41
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Oh, I while I'm at it anyway... I think the use of banana options for serious polls (read: polls not held in OT) is deplorable.

So there.

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:22
  Old Post 07-09-2002 05:55
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Well, you are right on some of the options being obvious: a graphic is but a file on the hard disk... if you make it like that. Graphic isn't the big question here: I'm surprised to see everyone has voted for AI scripting. AI coding is not something you just implement, you definately need an advanced structure to be able to code your own routines. And I was wondering: how many people are going to mess with that, provided the original AI is good as it is? (remember, Civ III does not have this, and for good reason too.)

Maps being modable: I can understand that, and I think we'll get there for sure. An RMG will not be included in the beta versions though, you can be sure of that

Does anyone see other areas that he thinks need to be moddable?

As to the bananas... we're just human, and some time to joke around too. So if we can mod the bananas, why not?

DeepO

ravagon is offline ravagon
King
Australia
Sep 1999
time: 13:22
Post  Old Post 08-09-2002 07:38
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Tired of ads?

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.

LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:22
  Old Post 09-09-2002 03:11
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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?

moomin is offline moomin
King
Moo Like In Moomin
Jul 2000
time: 05:22
  Old Post 09-09-2002 04:44
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LDi: Isn't Clash MP only?

LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:22
  Old Post 09-09-2002 11:29
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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.

pg is offline pg
Prince

Jan 2001
time: 21:22
  Old Post 09-09-2002 12:25 Visit pg's homepage!
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#11 Report this post to a moderator
Inflate your Upload Space

all i really want mobbable is maps, and the ai stuff.

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:22
  Old Post 09-09-2002 22:41
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Inflate your Upload Space

LDiCesare: some very good thoughts here... When we get more close to the AI, I'm going to look into how you did it, ATM we're working on getting the framework up without focusing on AI. I don't know if I agree with you on the AI scripting part, but you surely have given quite a few ideas on what is wanted, so thanks, and keep it coming!

DeepO

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:22
  Old Post 10-09-2002 00:01 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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I would certainly want maps and AI to be moddable. AI, because I trust the communities could create powerful scripts. The disadvantage is, though, that scripts execute 15 times slower than complied code, but we can live with it...

Dale is offline Dale
King
Sir! Why do you keep clicking on me?
Dec 2000
time: 15:22
  Old Post 10-09-2002 07:19
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Increase the size of your Attachments

I would just like to point out the moddability of CTP2. You can mod everything. I mean, we've totally rewritten the original diplomacy model for instance. If you want some doco on what's moddable, how they did it, and what we're using it for, email Locutus or visit the CTP2 creation forum. I'm sure he'll help out.

Dale is offline Dale
King
Sir! Why do you keep clicking on me?
Dec 2000
time: 15:22
  Old Post 10-09-2002 07:21
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Full PM-box? Change here!

Oh, I'd like to see doughnut maps (connected top-bottom, east-west), earth maps (connected east-west) and flat maps (no edge connections).

Chowlett is offline Chowlett
King
of Candle'Bre
May 1999
time: 05:22
  Old Post 10-09-2002 14:21
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While we're at it, how about Mobius maps (joined east-west, but with a 180º twist), or Klein Bottle maps (joined east-west with a twist, then top-bottom normally)?

Perhaps not.

moomin is offline moomin
King
Moo Like In Moomin
Jul 2000
time: 05:22
  Old Post 10-09-2002 15:26
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Klein bottle maps, huh. What a shocking demand, coming from you!

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