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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


GalCiv Writer
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#175  by Diplomat HawaiiFive-O - 6/4/2003 12:56:59 PM

The new version is going to be primarily 'clean up' work.

Here's the list:
1) FIX include UP Issues file names in StandardFiles() array.
2) ADD instructions file for Options screen.
3) ADD instructions file for DFM screen.
4) ADD function to randomize tech tree costs (I guess no one's really interested in this, but I am and I've got veto power).
5) ADD function to verify all the various files in a given directory.
6) CHANGE Improvements + English.str released for public consumption.

The other thing I'm working on is currently giving me fits. I'll post a screenie once I'm happy with where I'm going with it.



                     Posted via Stardock Central
#176  by Diplomat HawaiiFive-O - 6/12/2003 2:43:00 AM

I have posted version 1.2.3 on the website:
http://www.ctuit.com/bill/galciv.htm Link

This version releases to the public the last two editing screens, Improvements and English.str, along with a few more enhancements. I finished the list I detailed one post up.

Sorry for the delay, real life intruded pretty heavily into my GalCiv time the past two weeks. Thanks for your patience and I hope you like this latest update!



                     Posted via Stardock Central
#177  by Citizen Jeff Stuart - 6/12/2003 7:34:36 PM

AHHH HawaiiiFive-O you are the man! Gotta say your program is REALLY REALLY slick!!!!

       
#178  by Diplomat HawaiiFive-O - 6/13/2003 12:16:59 AM

Thanks. I'm just hoping Stardock gives me more work to do with the X-Pack.



                     Posted via Stardock Central
#179  by Citizen J Bytheway - 6/13/2003 7:56:20 AM

Just thought I'd drop by from Apolyton and offer some advice obout modswapping...

Well, as there are a lot of different little "mods" in the library I built it that way One advantage is that you can do both "total conversion" and "single event/ship/etc" with this approach.It will have to take into account 'priority'. The first mod in the installed mod list should take precedence over the following (that part is not in the UI yet).


It would seem to make more sense to do it the other way around - you might well end up with mods which depended on other mods, and I would think you'd add the main mod first, and then the other alterations to it after that, so you'd want items lower on the list to take priority over items higher on it.

Another problem will be consistency: how to revert back to the original state ?


I'd recommend keeping a complete backup of all default data files in some other directory which is 'sacrosanct', however, as you say...

What if the user update the game via SDC with mods installed ?


...updates screw up this method. CTP2 will never be patched again, so I didn't have this problem.

Any other ideas ?


Well, just a slight variation on the second one - don't bother to remember what original game files were altered, just backup and restore them all - this makes things slightly slower, but somewhat safer.

A word on the way the program works:Each Mod has it's own directory under %Galciv%/Mods. There should be a "mod.xml" file at the root of %Galciv%/Mods/%ModName% containing mod info(name, version, author, description, compatibility, library, category, email, site). I plan to add multi-language support.


You might also want to consider compatibility with other mods. In CTP2, we have several minor mods which alter major mods, and if you try and use the former without the latter strange things will happen.



#180  by Citizen J Bytheway - 6/13/2003 8:35:39 AM

don't bother to remember what original game files were altered, just backup and restore them all - this makes things slightly slower, but somewhat safer.


I didn't really express this very well - the way I did it in ModManager was as follows:

Each mod specified a bunch of file copies which were pperformed on application (it's better to just allocate each mod a copy of the data file directory structure, as you're doing, but that wasn't possible for backwards-compatibility reasons).

Whenever a copy is performed it tries to backup the file being copied into, there's a standard way to save such backups. If the backup already exists, it just leaves it, otherwise it creates it.

When unapplying a mod, all the backups corresponding to files it applied are restored, but the backup files are not deleted.

I also provided a seperate option to go through and find all the backups that existed, and restore them, sothat should revert the data files to their original state regardless of what disastrous events had occured in the mean time (such as crashes, power cuts, etc.).

I don't know how appropriate this method is to you, but it seemed the safest one I could come up with. If you rely on the fact that whenever the program is started up, all the files are in their default state, then you run the risk of problems in the event of a crash.

#181  by Diplomat HawaiiFive-O - 6/13/2003 2:19:52 PM

All that makes sense. The big issue I see is who defines what files comprise a mod- the modder or the moddee?

If it is the modder, then the program would only work for mods where the maker invested the time to build this list. The program would support creating this list to make it easy as possible, but they would still have to a) take the time, and b) know the modswapper exists.

If it is the moddee, then it behooves the user to open the program, point it at the mod files (in a separate directory) and tell the program "This is Thrull's Red Drengin Ships mod, remember it!". I'm not convinced people will take the time. It'll be like a CD playing piece of software I had on my computer in the early 90s- I took the time to type in the artist/album/tracks the first couple of times and then just gave it up as too tedious.

So, who controls the list making in CTP2? How did you tackle this issue?



                     Posted via Stardock Central
#182  by Citizen J Bytheway - 6/13/2003 4:17:11 PM

Well, actually noone uses my ModManager for their mods yet - primarily because no mods have been released since I wrote it - so they all still use ModSwapper (the older utility). This came about because one prestigious modder (WesW, who wrote the MedMod) asked someone to write a program to swap in the files for the MedMod. Everyone saw the sense of this, and it became pretty much mandatory to take the time to make the file ModSwapper uses (which required only writing 3 lines - so it was no hardship) if you wanted your mod to be played. Because the CTP2 community is so small (basically confined to Apolyton) this all more or less happened by mutual consent and common sense. Whether people will now change to using my utility is an open question, it will likely happen only if they require the new features I have provided.

Certainly the burden should lie on the modder as far as possible, since they are usually the kind of person who is prepared to take the time to do this kind of thing (it's hardly any work compared to the making of the mod) and they want to motivate people to play as easily as possible. Also, they are the one who controls the mod versioning, and if you want mods to talk about each other (for compatibility reasons, etc) then they need unique names, so you don't want players making spelling errors, etc.

As I said, if you allocate one directory to each mod then you don't need to list the files, it is implicit that all the files in that directory will be used. Of course, you can make it more complex by allowing mods to specify partial mods which only use some of the files, but I doubt that would be very useful.

It's certainly worth giving due thought to this kind of thing now, while you have the chance, because for CTP2 we have problems as a result of the ModSwapper method, the main one being that the main data directory contains hundreds of files (Mine has 419 - and it could be more if I'd installed all the mods I could) from all the different mods, and it's difficult to find what you're looking for.

In summary, I would predict that if you make a practical utility and release it on this forum, preferably soon, then modmakers will use it, because players will use it, because it will save them a lot of headache.

Another thing that has come to mind is that you should allow it to be run entirely from the command line, and that way other utilities (like GalCiv Writer) can swap mods easily, and users can make shortcuts that start up GalCiv with given mods at the press of a button (Indeed, you might try using some COM stuff to make such shortcuts yourself).
[Message Edited]
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#183  by Citizen Parable - 6/14/2003 2:47:28 AM

I want to get into writing some events but i need a program that'll turn .jpg, .jpeg, and .bmp into .pcx and vice versa... anyone know a good freeware program that'll do this?



                 Posted via Stardock Central
#184  by Diplomat HawaiiFive-O - 6/14/2003 12:33:46 PM

@Parable: Rustyblade dug up a good freeware program about 2 months ago. Here's the link:
http://www.galciv.com/forum.asp?BID=GM&id=41556#42473 Link
Give that a swing, I hope it does what you need it to do.

@JByTheWay: As always, all very good points. The key would be adoption by the modders, of course. Some of the dynamics of the GalCiv modding community vs CTP2 are a little different- smaller, more numerous mods, less centralized, and still growing. The central thrust of your arguments hold true, however.

What happened to LittleBoy? Are you still working on your mod-swapper? Hello?





                     Posted via Stardock Central
#185  by Citizen Parable - 6/15/2003 1:35:58 AM

Thanks for the link... it worked perfectly. I had downloaded another program to convert jpeg to pcx but every time i opened the converted picture it came out looking like rainbow colored lines smeared across a canvas... the Radtools thing worked great. Thanks for the help... hopefully you'll see some events from me sometime soon.



                 Posted via Stardock Central
#186  by Diplomat HawaiiFive-O - 6/16/2003 2:05:12 PM

You're welcome, glad to be of service.



                     Posted via Stardock Central
#187  by Citizen Parable - 6/17/2003 1:41:37 AM

as of this post i have just turned 21 years of age....



                 Posted via Stardock Central
#188  by Veteran Dark Rain - 6/20/2003 3:03:21 AM

I was reading about the .pcx control problem and I thought I'd mention a great free library I always use when I need to work with images : DevIL http://openil.sourceforge.net/ Link

Works with VB, Delpi, C++ etc and it can read/write most existing 2d file formats. It's really a time saver especialy considering I used to write my own code to read tga, pcx or what not.
[Message Edited]

          
#189  by Diplomat HawaiiFive-O - 6/20/2003 8:31:53 PM

Oy! I need that link a couple of weeks ago. That looks great, I wonder why that site didn't pop on the search engines?



                     Posted via Stardock Central
#190  by Veteran Dark Rain - 6/21/2003 12:23:37 AM

Hard to say, when I coded in VB I didnt find it either. I only found out about it via GameDev.net or maybe it was Flipcode a couple of years later.

          
#191  by Diplomat HawaiiFive-O - 7/13/2003 6:03:44 PM

A little bump to keep this thread shown in SDC.

Development is not done, I'm working on 1.2.4 which will be compatible with all the new changes in the Expansion pack.

                    
#192  by Diplomat HawaiiFive-O - 7/31/2003 11:52:17 PM

Another shameless bump to keep this in SDC.

Is no one actively modding this game anymore?

                    
#193  by Citizen LDiCesare - 8/1/2003 10:56:50 AM

I quit trying modding when I saw that I'd have problems with the Arceans and the special techs. I feel the tech tree is not modable enough to my taste. If only I could specify in a mod that arceans will research techs in this order, altarians in that order, etc., so they'd each receive special bonuses and be even more unique when the Terrans meet them (particularly if I could confine them to low speed/poor range so that contact between the races be less likely to happen).

                      
#194  by Veteran Dark Rain - 8/3/2003 10:39:31 AM

I'm working on my own game project right now but mostly I'm waiting for the expansion, I'm afraid some format might change.

          
#195  by Citizen bpleshek - 8/7/2003 11:25:57 PM

I'll help you beta it as well. And I'm a vb programmer too. I sent you an email. But does anyone know what makes an event/tech/etc "legal" so far as getting your score into the metaverse?

B

                      
#196  by Citizen Berserk74 - 8/14/2003 8:28:20 AM

Well, I practically rebuild the whole .imp, .tech, .ship, .event files.
But seems to me the only problem I had was making planet quality somewhere 90's.
You will get score of 0 if you have too high PQ.
Other than that, it seems working fine too me.

P.S. Oh I'm using GC writer 1.2.3

                      
#197  by Veteran Disciple777 - 8/15/2003 11:46:33 AM

Hi hawaiiFive-0, are you posting any new mods? Any links?

      
#198  by Diplomat Arturus Magi - 8/16/2003 1:50:30 AM

But does anyone know what makes an event/tech/etc "legal" so far as getting your score into the metaverse?


The only known gotcha is a PQ mod above +40 (presumably outside the base GC files, since the Life Crystal Artifact event has a potential +50 PQ evil choice).

Presumably other high mods will cause anomolous scores, but the thresholds for the other attributes are still unknown.



       Posted via Stardock Central
#199  by Diplomat HawaiiFive-O - 8/17/2003 2:35:28 PM

Hi hawaiiFive-0, are you posting any new mods? Any links?


No, not at this time. I'm taking a sabbatical from GalCiv.

The only known gotcha is a PQ mod above +40 (presumably outside the base GC files, since the Life Crystal Artifact event has a potential +50 PQ evil choice).


Hey, Arturus, I read where Cari mentioned the 40% PQ ceiling. My theory is she was talking about your Civ-Wide PQ ability, not a specific planet's PQ bonus. What do you think?




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