More Details On Civ IV Moddability
dfrankow writes "Gamespy has a preview of the upcoming Civilization IV title, where they go into more details about the moddability of the game. From the article: 'Civilization IV promises to be the most moddable game in the franchise yet. It'll ship with an in-game worldbuilder that allows you to shift units around and redraw the map, similar to a scenario editor. More hardcore modders can jump into XML files and tweak all of the unit stats and variables in the game. Beyond that, users who know the Python scripting language can actually go in and set up scripts and triggers to make game events happen or alter the way the game plays, while a Game A.I. SDK that'll be available shortly after the game ships will allow players to completely change the way the A.I., combat system, or game rules work.'"
This means that Firaxis won't have to put a lot of work into pesky issues like game balance, scenario creation, and AI behavior, because the hordes of mod fans out there will fix all those problems for them.
You know, kinda like this.
And I, for one, am glad this will not be available for Linux.
I've lost too many hours to CivCTP as it is, and I don't need another addiction.
So you Windows people can keep your games, and we will keep our productivity.
After all, all Windows is good for is games, right?
www.eFax.com are spammers
Spore is looking very interesting right now. Procedural generation will hopefully generate the kind of epic scale I'm looking for.
"A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
From this day on, Spearman shall always prevail when faced with the terrible might that is...the tank!
Perhaps soon we shall have the legendary battles of "Warrior vs. Tank" or "Worker vs. Mechanized Infantry?"
Sounds almost like Archon.
Justice is the sheep getting arrested while an impartial judge declares the vote void.
So they're introducing loads of new concepts, like religion and famous people. That's good. More depth is only going to be a good thing. (Maybe they could introduce "fundamentalist" units, which you can infiltrate into opposing civilisations in order to slow their science rates...)
But at the same time, they're dumbing other aspects down to the degree that units only have one combat stat, instead of separate attack and defence ratings?!
I'm really not sure I like that. Half the strategy of the early game comes from trying to keep a balance between fast-moving, hard-hitting units like chariots, and the slow but tough units like phalanxes that you need to hold onto the cities you capture with them. What's going to be the point of a phalanx in a game where a chariot has the same defensive ability and (presumably) moves twice as fast?
I really don't see the rationale behind this particular change. Did anyone really find the two-stat system to be hopelessly complicated?
It wasn't really a complaint. The Rome: Total Realism mod for Rome: Total War is a great mod that far surpasses the original game. Far, far surpasses it. So, I'm glad that this sort of modding capacity was included in R:TW. In fact, I wish earlier Civ games were as moddable, especially on their AI - they've all been fairly notable (especially the original Civ) for being difficult opponents simply because they cheat. (Civ 1 would periodically decide, "Hey, I want X advance or Y wonder right now," and then just get it, without having to allocate production or research.)
However, I do wonder whether including modding capability will eventually be a calculated move demanded by publishers trying to push a not-quite-ready game out the door, so that their development houses won't have to put as much effort into fixing issues with crappy balance or AI. That's why I made my comment - while being able to mod a game is generally a good thing, game companies shouldn't take it as license to be sloppy or unsupportive.
Well, call me a bitter old cynic, but I've pretty much given up on any hope that PC games will start being anything but unfinished stuff shoved out the door. So, well, I'll hope they're at least moddable.
Plus, even if someone actually stopped being sloppy, it can happen that the "flaws" in a game are actually WAD (Working As Designed.) I.e., it's not buggy or untested, someone actually wanted it to be like that. In which case it's easier to just mod the game than argue against their grand vision.
E.g., what if 200 man Phalanxes winning against 20,000 man Tank divisions, on plains, in Civ 3 was actually _intended_? Firaxis sure didn't want to fix it even in the expansions. It was much easier to just roll my own exponential mod than to wait for Firaxis to fix it.
E.g., Black And White had an interface that was broken by design. PM's grand vision was an interface without any icons or buttons taking up screen space, and the players would have to just memorize gestures. EA's internal tested showed that even their professional testers had trouble using that, so for Joe Gamer it just couldn't possibly work. So they demanded icons on the screen. However, PM's ego being the size of a continent, he wasn't going to just give in: he put the icons on the screen, but didn't let you click on them.
Think about it. So they _are_ painted on the screen. They _do_ take screen space. But since they're not clickable, Lionhead and a few fanboys could spew idiocies like "if they're not clickable, they're not icons, and if the game has no icons, they don't take up any screen space." Ergo, an interface image painted on the screen doesn't take any screen space. Utterly idiotic.
I wish they had just let me mod the interface instead of uselessly arguing why that doesn't work. For that matter, I wish they had let me mod the creature's AI. Or at least try to fix the other couple of dozen major flaws. (E.g., you know resource usage in a game is hopelessly screwed up when even the "nooo, the game is perfect" fanboys tell you to use the turbo-click infinite wood/grain exploit to have any chance.)
But the game had a lot of potential. It could have been saved by a good modder or two, and there were a helluva lot more of us willing to try.
Etc. There are a lot more games I can think of, but let's stop here with the examples.
Basically while moddability _is_ very nice to have in a game that's good and reasonably balanced to start with, like R:TW that you mention, I'm _especially_ looking forward to it in games that aren't.
A polar bear is a cartesian bear after a coordinate transform.
Of course, the FreeCiv develpers didn't have to spend time devloping basic rules, or balancing the game. They had a slight leg up there by copying wholesale from Civ2.