Any word on when the workshop will be added to Steam.

CliffCo

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I hope they add it soon. I don't play 7 as much as i was expecting to as it's been somewhat of a disapointment so far but i still like to keep my mods updated. Keeping track of the updates on here can be frustrating especially when most creators don't add the version number to the filename.
 
Just downloaded CivMods, it's very easy to use. It immediately showed two mods as out-of-date and I was able to update each mod with a single click. So much better than the manual method. Until Firaxis gets its act together with setting up a Steam workshop this is the way to go.
 
Just downloaded CivMods, it's very easy to use. It immediately showed two mods as out-of-date and I was able to update each mod with a single click. So much better than the manual method. Until Firaxis gets its act together with setting up a Steam workshop this is the way to go.

Check out the mod search on there. You just need to switch from local mods to online mods or whatever it's called. Very useful to install some you read about with links to the pages on here.
 
Personally I’m so used to nexusmods and various fan written installers that I’m very happy with CivMods and likely won’t switch to steam workshop anyway

I agree, CivMods is even better than the workshop. But I'm worried that only the workshop will be able to do art asset mods. For example I'd like a tank unit to have three much smaller tanks. Custom stuff for variety and unique units would also be cool. I also wonder if CivMods and the workshop will play nice together.

I haven't messed with Nexus since Skyrim. Do they have anything for civ 7 that CivMods doesn't?
 
They do have different mods for Civ7, but nothing I've felt I needed. I use the site a lot for skyrim/fallout, and stardew valley, but not all games have robust modding communities there.
 
What we need is the sdk so the modders can do more than they can now....that just comes with Steam Workshop as a side affect
 
Is there a plan to release an SDK? I assumed they learned their lesson from the longevity of civ5 to never do that again.

I doubt we get devkit. Maybe/hopefully get mod tools. Definitely workshop so graphics can be changed.

I think they need to throw their weight behind the modding community. It won't happen but just think of how many games they could sell if there were 50 conversions people wanted to play. The problem is, if you can play the conversion without DLC, the DLC loses worth if the main game isn't a draw.

They hired sukritact, one of the most dedicated modders, and what's up? I'm sure they're contributing but they're clearly not allowed to speak out or are afraid that saying something could jeopardize their job. I think sukritact could have done better for the game as a modder, although I'm certainly happy for them getting a paycheck. I would have done the same thing.
 
I agree, CivMods is even better than the workshop. But I'm worried that only the workshop will be able to do art asset mods. For example I'd like a tank unit to have three much smaller tanks. Custom stuff for variety and unique units would also be cool.

There is nothing fundamentally different in the workshop or CFC version of a mod, the content is the same, including art assets.

Is there a plan to release an SDK? I assumed they learned their lesson from the longevity of civ5 to never do that again.

I think there is a confusion since civ4, when the "SDK" was just the DLL source, since then people assumed SDK = source code, but civ5 SDK was released without the DLL source first, and there is also a SDK for civ6, without the source, but with other additions over civ5, like the art assets editing tool.

There will be a SDK for civ7, with at least a component to upload mods on the workshop, pretty sure there will also be an art asset tool with it.

Yeah, good mod support is incompatible with the DLC model of essentially selling what would have used to have been mods.

DLC-like mod were possible with civ6 SDK, mods were never seen as something that would hurt DLC sales. Now it's true that modding capabilities are going down since civ4, but that's a result of the game engine changes, copyright issues, and maybe even modders demands (or lack of, thinking of scripting being kind of replaced by XML/SQL modifiers), and paradoxically they've surely put (a lot) more time in the development of the civ6 SDK than for civ5 and civ4.

That said, at this point, I'm indeed worried for civ7 modding compared to civ6, but that's more because of (what I think are) technical limitations of the base game, not a desire to reduce modding capabilities from the dev.
 
There is nothing fundamentally different in the workshop or CFC version of a mod, the content is the same, including art assets.



I think there is a confusion since civ4, when the "SDK" was just the DLL source, since then people assumed SDK = source code, but civ5 SDK was released without the DLL source first, and there is also a SDK for civ6, without the source, but with other additions over civ5, like the art assets editing tool.

There will be a SDK for civ7, with at least a component to upload mods on the workshop, pretty sure there will also be an art asset tool with it.



DLC-like mod were possible with civ6 SDK, mods were never seen as something that would hurt DLC sales. Now it's true that modding capabilities are going down since civ4, but that's a result of the game engine changes, copyright issues, and maybe even modders demands (or lack of, thinking of scripting being kind of replaced by XML/SQL modifiers), and paradoxically they've surely put (a lot) more time in the development of the civ6 SDK than for civ5 and civ4.

That said, at this point, I'm indeed worried for civ7 modding compared to civ6, but that's more because of (what I think are) technical limitations of the base game, not a desire to reduce modding capabilities from the dev.

Thanks for the clarifications. I always assumed SDK meant something like Source Development Kit, I didn't know it could be so different.

Are you saying that it's currently just as possible to modify art assets with a mod here as it would be with workshop? If so, why haven't we seen any art mods? Maybe I'm misunderstanding.

Also why do people call it CFC? I came here anonymously for years off and on, but now I can't shut up! I think it's because I've never been "in" at release, despite playing all the mainline games including DOS.
 
Yeah, good mod support is incompatible with the DLC model of essentially selling what would have used to have been mods.
I strongly disagree here. Mods provide good variety, but:
1. The majority of players don't use mods
2. Modders are usually good with coding and tweaking, but graphic and audio assets are not their strong side. Most mods with civs previously were using static images for leaders, as far as I know, so they can't compete with official leaders.

P.S. I'm aware of errors in leader speech translations, complains about accents and leader grunts. But leader models and animations in Civ7 are just truly fantastic and I don't expect any mods to compete with them. At least not enough to hurt DLC sales in any way.

EDIT: Another important part is "official" vs. "unofficial" content. For exampls, playing modded game changes it difficulty, so boasting about beating modded game raises some scepticism.
 
CivMods being a fantastic alternative for the already initiated ... I really believe, that the average Joe would reach mods more easily, once there is finally a classical workshop-access via steam. At least for me and Civ6, playing with mods really enhanced replayability. Taken that to a macro-level, I suppose that player numbers would stabilize or even rise, if proper workshop-support is implemented. Should have been there from day1 (as so many other features ...).
 
I strongly disagree here. Mods provide good variety, but:
1. The majority of players don't use mods
2. Modders are usually good with coding and tweaking, but graphic and audio assets are not their strong side. Most mods with civs previously were using static images for leaders, as far as I know, so they can't compete with official leaders.

I hereby place myself available to do mocap for any leader mods. It's just gluing pingpong balls to a green suit and having a green sheet laying around. I can construct props with items found in your trash and duct tape (you supply). I can grunt in 17 languages for VA purposes, provided you have professional studio equipment.
 
CivMods being a fantastic alternative for the already initiated ... I really believe, that the average Joe would reach mods more easily, once there is finally a classical workshop-access via steam. At least for me and Civ6, playing with mods really enhanced replayability. Taken that to a macro-level, I suppose that player numbers would stabilize or even rise, if proper workshop-support is implemented. Should have been there from day1 (as so many other features ...).
While I agree with your post, I want to add that a different approach would be even better: internal implementation of a mod site, e.g., mod.io or actually civmods. That way, people on other gaming platforms can also benefit. Steam workshop has a tendency to block many mods from other platforms, because creators often don‘t bother to make mods available on other places then. If the mod platform is suited for different gaming platforms, it’s a win-win imho. But of course, more work for FXS. I tend to believe that they originally opted for an internal platform, but now go for Steam because they couldn’t make the internal platform work in time.
 
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