There should be some kind of formal/semi-formal process for getting mods (visual only, for now) approved for RB Epics. Iâve not downloaded any of these yet, as I didnât want to mess with adding/deleting things when playing different games, but some of these are fundamental improvements on HOW information is displayed, making gameplay easier without providing any information that wasnât available before. Itâs organized better, itâs clearer, itâs just better. Without getting into Civ4âs short-comings in that regard, I would like to propose the following visual mods be considered.
Better domestic advisor at
http://forums.civfanatics.com/showthread.php?t=145285
Any of the commerce/coin mods, like
http://forums.civfanatics.com/showthread...ost3370089 or in
http://forums.civfanatics.com/showthread.php?t=143449
Even something as simple as camera angle (like
http://forums.civfanatics.com/showthread.php?t=140680) would be nice to know. Actually, according to a strict reading of the rules, anyone who has enabled (donât enough have to use it) flying camera mode or windowed mode during Epic I would be dis-qualified (you have to mod an XML file, if not Python, too, to do it). That seems more than a bit silly.
Iâve not looked into the Python and XML files in very much depth. Would it be possible to designate some files as freely mod-able, others as verboten, and others on a case-by-case basis? Obviously, mucking around with Units.xml (or whatever itâs called) would be bad, but some user convenience functions would be nice to have.
I understand the desire for a level playing field. So much of it is already based on âgood faithâ. I would argue letting participants use their own best judgment on what mods to use/disallow would be at least as logical as the current system.
Arathorn