MODDING: Elemental vs The Rest
Here's the report card, as I would have done it, for *right now*
I'd have responded to the thread comparing these, but this really generalized feedback on the quality of the modding. I have very different opinions on the quality of each of these games; but that's for another time
NOW:
Civilization V:
Toolset: B (Workable toolset. Some idiosyncracies)
Scripting: B+ (solid scripting. Learning curve, but very workable.)
Data: A+ (best possible data. XML translated into a SQL database. Easy to make modifications that don't break other modifications. Powerful powerful syntax )
Graphics: B (good base graphics. Free, complete model included, challenging animation to overcome)
Ease of use: C+ (Easy to use, but getting results takes time and comes with a learning curve. Not enough wizards)
Flexibility: B+ (VERY flexible. Many types of games are possible within the confines of TBS)
Documentation: C+ (Needs a lot more work here. Room for improvement. Community contribution was necessary)
Distribution: P (there are mechanisms of distribution, but they're largely the result of fan activity. Good design makes transfer easy)
Elemental: War of Magic:
Toolset: A (Hyperfriendly toolset, easy to make new maps)
Scripting: D- (scripting appears limited to stacking XML lists in a frustrating, coldfusion-like mashup)
Data: B- (good xml, good portability, not easy to read)
Graphics: B (good base graphics. challenging animation to overcome. Free Maya model bumps this up to a ![]()
Ease of use: B+ (easy to get results)
Flexibility: C- (You cannot change or work around the base gameplay at all. You can rebalance stats, but it'll always be elemental)
Documentation: C (Needs a lot more work here. Room for improvement.)
Distribution: C (it's workable, in the context of the limited fan content available. Good points for downloading in game, site database)
Fallout: New Vegas:
Toolset: C+ (Unfriendly toolset, texturing area is rough, slow, resource-hog yet powerful)
Scripting: C+ (scripting not powerful enough. Fans have extended the language, using the fan NVSE dlls would bump this to a B)
Data: C+ (mostly lists. Good readability, poor mechanisms for working with them)
Graphics: B (The graphics are easy to work with due to widespread documentation and community expertise)
Ease of use: C (Not easy to get results, difficult to use)
Flexibility: C+ (Can be modified and physics engine allows for interesting developments, including a micro-RTS)
Documentation: C+ (Documentation was much better for previous title.)
Distribution: D (poor distribution mechanism. Only made tolerable by fan tools)
Next on my list to evaluate is Starcraft II. I don't have time to mod more than one title at a time.