Remaking Civilization In Your Own Image
Gamecloud has a piece on the moddability of Civilization IV. The article goes into detail about the numerous levels at which content creators can change the game of Civilization. From the article: "The next level offers Python and XML support, letting modders with more experience manipulate the game world and everything in it. XML (eXtensible Markup Language) files can be edited in standard text editors or in special XML file editors that have ease-of-use features like a grid view. Editing these files will allow players to tweak simple game rules and change or add content. For instance, they can add new unit or building types, change the cost of wonders, or add new civilizations." This is a more detailed look at a topic we've discussed before. Gamespot has a preview of the upcoming title, as well.
DIY content is why The Sims is so incredibly popular, and it's why the PC is such a great platform for gaming. Sid has obviously done his homework. With the game, mod implementation, mod development, and access to the community all on the same box, Civ 4 will undoubtedly be the most popular iteration of the series.
The open-source Vega Strike also uses Boost.Python.
_______________
www.dejobaan.com - Making games one game at a time.
We're indie. We're working on our 14th game.
Open Source FreeCiv
Oh, there are -also- folks running Civilisation
as [ great, big ] DIY board games.
http://www.civproject.net/
Total control, if via "appropriate" paper
technology.
Hey, I'm going to a professional develop-
ment seminar today (for teachers) on how
to use the paper-version to help students
better understand History & related sub-
jects.
DIY content is why The Sims is so incredibly popular
I doubt it, most people who play the Sims don't know about mods, or even care. What made it so popular was how it appealed to a wide audience
NWN and Total Annihilation were very mod friendly, but didn't have the same level of popularity.
D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
Would be the August 2005 issue of Game Developer Magazine. While it's not the most in-depth article, it does describe in better detail the modding features of Civ4, how they work, and a bit on why. There's also some sidebars on city layout and making the planet round. I don't know if the article has made it to Gamasutra, but if it has, it's much more worthy of anyone's time than that Gamecloud article.
Christopher S. 'coldacid' Charabaruk -- coldacid.net
As in, the article is a complete puff piece.
I have two hopes for Civ IV: (1) That they contemplate an OS X port and don't treat it like the red-headed stepchild it will likely be, if at all; and (2) That the game is put together more cleanly than the string of Civ II-Alpha Centauri-Civ III titles, each of which were plagued with bugs and, in some cases, unbelievable sloppiness that eventually saw clean-up in patch after patch (but never fully). Love the series, more or less, but the games have never been standouts in stability, balance, or efficiency out of the gates.
I halfway fear that the ballyhoo surrounding the player modification system(s) is nother more than another "oh, shiny!" meant to distract from yet another patchfest for the game's core.
Ah, but who am I kidding? I'll probably buy it regardless.
Is it so moddable that we can get classic civ from it?
I mean Civ 1,3, or 3 but with the new graphics, better multi player and huge maps.
that is what I hope for, since it seams they are going for a shallower more assasable CIV (which will be great most of the time, but some 3-day weekends call for 60 hours of Civ). The changes sound fun, but I imagine I will want a large complex tech tree and hundreds of different units sometimes.
More offtopic. My favorite mod of all time was a Piracy mod for Civ 2 that was real elaborate with canons and ships and stuff. It was great, but only ran on the first expansion pack, I could never get it to run on fantastic worlds (Macro Error).
Really I think the dev team themself should offer classic Civ modes that exactly replicate the previous games as a proof of conept of the modding and to make people obsessed with Civ 2 happy (there are lots of them).
Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
Hey, I didn't know Al Gore invented the Internet. And then they say games can't teach you anything...
home
Its funny how a promise of "open source" and "modding culture" early on in a title so often means -- "We're not going to spend much time on play balancing". Morrowind was another perfect example of openness vs. gameplay. In Morrowind the emphasis on open-endedness, freedom and expandability ultimately translated into a disastrous in-game economy, weapon imbalances, impossibly overpowered characters and ultimately a play experience that depended on story-line (which was actually excellent) rather than the aspects of the game itself.
I think I'll wait before breaking out my wallet on this one.
------ The best brain training is now totally free : )
Did anyone notice that the article references early 2006 as the release date? The Civ4 site still says winter 2005. Anyway, the problem with content creation for Civilization has never been in the type of units or gameplay rules. Look at Conquests. The content creation problem has been in the art department...something which doesn't add anything to gameplay but is difficult for individuals or small teams to do with high quality. Is Civ4 going to ship with 3D modelling tools? Frankly the screenshots I've seen look awful. Full 3D is a mistake for this series. Even the unit animations in Civ3 are probably taking it too far. I'd much rather see changes to the glaring problems with gameplay - airpower, unit stacking, combining units, civilization size, civilization attributes, better resource and luxury usage, and production orders to name a few. From the previews I've read some of these are being worked on. It's funny some have mentioned rebuilding SMAC with the Civ4 engine. I think Civ4 would benefit by trying to be more like SMAC, especially with the unit editor.
For the record (in case anyone gets confused) Advanced Civilisation is not Civilisation. They are entirely different games.
Freeciv is (for the most part) a Free Software clone of Civilisation 2. It can be found at http://www.freeciv.org/.
From my own experience, games like these are an excellent way to learn history and geography.
OLPC Australia