XML downside
Posted: Fri May 06, 2005 8:36 pm
Techs.xml has one very, very big problem: it is in XML.
Now, before you rant on me, think about this: how many ppl contribute here, in brainstorming, and how many contributed WORKABLE, XMLed ideas to the tech design thread? Very few. And when the SE4 finally goes live, how many mods do you expect will be created? Very, very few. By limiting the modding and such to people with XML skills we cut of the vast majority of people. Why?
I wouldn't be writing this if I didn't know another, simple way: Space Empires. The techs (and many, many other things, like game settings, racial traits...tons of stuff) are contained in simple txt. They are much, much simpler to learn how to edit, and apparently it is possible to write the game that the executable files can read txt without the need for xml. See this good site for more info on the details of Se4 moding. And we could definelty use a nicely written guide to FO inners, like there is for SE4.. Sure, it would take some time, but it would save much time for our programmers as well. And yes, I know we have some partial guide, and a wiki, but to actually find an information one is looking for fast...it is hard. But I am getting OT. What was I ranting about...ah, yes, XML is bad, TXT is good.
The proof? Hundreds (ok, dozens) of playable mods availalbe to download, including Star Trek and Babylon 5 mods, to name a few, hundreds (yes, hudreds) of shipsets, dozens (again) scenarios and maps (map creator is very user unfriendly, hence it is sometimes easier to make a mod then a map - something to keep in mind when designing eventual FO map maker). And if SE4 required the modders to know XML and such, I bet you 9/10 of the current modders and other contributors would just go away.
As much as I wish for FO project to succeed, I *know* that if you keep the XML knowledge requirement, the game is unlikely to beat SE4 or the soon-to-come-beta-testing-started SE5.
Here, some examples from the data files, first of a tech area, then of a ship comonent (weapon).
Name := Satellites
Group := Applied Science
Description := The construction of satellites to be dropped in space.
Maximum Level := 3
Level Cost := 50000
Start Level := 1
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0
Name := Ripper Beam I
Description := Short range high intensity fusion beam.
Pic Num := 21
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 40
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2009
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 5
Weapon Modifier := 0
Weapon Sound := ripbeam.wav
Weapon Family := 9
Now, before you rant on me, think about this: how many ppl contribute here, in brainstorming, and how many contributed WORKABLE, XMLed ideas to the tech design thread? Very few. And when the SE4 finally goes live, how many mods do you expect will be created? Very, very few. By limiting the modding and such to people with XML skills we cut of the vast majority of people. Why?
I wouldn't be writing this if I didn't know another, simple way: Space Empires. The techs (and many, many other things, like game settings, racial traits...tons of stuff) are contained in simple txt. They are much, much simpler to learn how to edit, and apparently it is possible to write the game that the executable files can read txt without the need for xml. See this good site for more info on the details of Se4 moding. And we could definelty use a nicely written guide to FO inners, like there is for SE4.. Sure, it would take some time, but it would save much time for our programmers as well. And yes, I know we have some partial guide, and a wiki, but to actually find an information one is looking for fast...it is hard. But I am getting OT. What was I ranting about...ah, yes, XML is bad, TXT is good.
The proof? Hundreds (ok, dozens) of playable mods availalbe to download, including Star Trek and Babylon 5 mods, to name a few, hundreds (yes, hudreds) of shipsets, dozens (again) scenarios and maps (map creator is very user unfriendly, hence it is sometimes easier to make a mod then a map - something to keep in mind when designing eventual FO map maker). And if SE4 required the modders to know XML and such, I bet you 9/10 of the current modders and other contributors would just go away.
As much as I wish for FO project to succeed, I *know* that if you keep the XML knowledge requirement, the game is unlikely to beat SE4 or the soon-to-come-beta-testing-started SE5.
Here, some examples from the data files, first of a tech area, then of a ship comonent (weapon).
Name := Satellites
Group := Applied Science
Description := The construction of satellites to be dropped in space.
Maximum Level := 3
Level Cost := 50000
Start Level := 1
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0
Name := Ripper Beam I
Description := Short range high intensity fusion beam.
Pic Num := 21
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 40
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2009
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 5
Weapon Modifier := 0
Weapon Sound := ripbeam.wav
Weapon Family := 9