I have been passively observing things from the sideline (stopped playing civ6 about 1 month in since release) and feel that modding in general has kinda seized up for this iteration of the game. I was hoping that there would at least be a broader range of graphics and mods by now, but looking...
Having long given up playing this latest iteration, I still check in from time to see if there have been any breakthroughs with the 'most moddable civ ever'!
Looking at the types of mods, I gather DLC has become the focus for Firaxis rather than the community mods (kinda like most other game...
Similar to new improvements as per the above image, is it possible to create new district buildings? (e.g. a new steel mill district with an actual steel plant on the district tile)
Thanks. Seems to work now.
It wont work via Firetuner where I do a lot of testing.
The whole context thing is a pain compared to civ5 where things 'just' worked via Firetuner
Anyone successfully add or delete a city using lua yet?
I attempted some tests using the info @Gedemon compiled in his lua objects spreadsheet, but no luck.
Players:GetCities():Create() and Destroy() seems to do nothing. I am assuming these are probably not working yet as I have not found any...
Well that's good to know and puts some of my concerns at ease. Yes I agree that strict discipline is required when coding going forward to prevent these circumstances arising.
I have decided to reference via LuaEvents and only if needed use ExposedMembers. As I have yet to venture into UI...
In theory, should it not be a simple case of creating the ExposedMembers in the Initialize() function and that's all that is necessary.
Each new or loaded game runs this function which in turn creates the references. Tracking initialization and whether table entries have been created seems...
EDIT: This only works whilst in a game. Attempting it at the lobby screen and such will crash the game!
Just a random thing I discovered that some may not know....
In the Lua Console section, if you press the Tab key a drop down box appears with all the commands available in the selected...
So I'm patiently 'giving it a chance', but it seems that this is a huge oversight and obstacle for coding in general. :wallbash:
It begs the question....why even take this approach given it worked fine in civ5 modding.
Hopefully some break-thru is made or Firaxis drops a hint as to how modders...
So _G.IncludeFileList in Main State contains the games 'includes', but it seems we can not add an entry to this table via our own script....is this a correct assumption?
I did a for-next on this table and all the map and UI lua files printed.
With the release of the SDK and Summer Patch, can we reference other lua files via an 'include' statement in the main script file that Civ VI uses for any lua code.
This seems like a necessary aspect of any large mod and I am not sure if there is another way to do this right now?
What was that game a while back about making cities....supposed to take the mantle from its predecessor, but rather ruined the whole franchise. You know, the one that ignored its modding community and instead focused on trinket DLCs?
I sense a disturbance in the force :cringe:
What little patience and excitement I had left for modding has long fizzled out. Can't be bothered waiting at this point with this iteration.
I check the forums infrequently but it seems not many ground-breaking discoveries are happening in modding community or SDK.
I have also shelved the game. This iteration just doesn't excite me as much as the previous and I struggle to hold interest in every single game I have played with the max being middle ages before 'boredom quitting'.
The woeful attempt at an AI is just the mold-infested sour cherry on top that...
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