As others have pointed out, this is in no way the case given the mod support for V and VI (both of which had substantial DLC).Yeah, good mod support is incompatible with the DLC model of essentially selling what would have used to have been mods.
As others have pointed out, this is in no way the case given the mod support for V and VI (both of which had substantial DLC).Yeah, good mod support is incompatible with the DLC model of essentially selling what would have used to have been mods.
Bethesda did it, but community mod managers are still better, because that's the area where community puts a lot of resources, which company just can't afford.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.
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.
For example, Paradox is known for both DLC monetization and modding support. None of their games have failed due to 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.
Didn't they say they would activate the Steam workshop in one of their announcements? I am pretty sure I saw that in one of the roadmaps for April/May.
We all know the launch failed in an epic way but damn, at least let the modders and users utilize the god damn workshop already. Let them actually "finish" the game, and let users easily use Steam to integrate the mods.
Stop suggesting third party software or some program for it, that's not the point. Workshop is workshop, no reason try to compete with that. You want to use your own software? Fine, but do not expect regular users to find your software and use it.
Activate the workshop.
I suspect steam workshop support is probably a bit more complicated than just pressing an 'activate the workshop' buttonDidn't they say they would activate the Steam workshop in one of their announcements? I am pretty sure I saw that in one of the roadmaps for April/May.
We all know the launch failed in an epic way but damn, at least let the modders and users utilize the god damn workshop already. Let them actually "finish" the game, and let users easily use Steam to integrate the mods.
Stop suggesting third party software or some program for it, that's not the point. Workshop is workshop, no reason try to compete with that. You want to use your own software? Fine, but do not expect regular users to find your software and use it.
Activate the workshop.
Civ V and Civ VI also sold single leader/civilization DLCs for the first year after release. I don't know why people think that this is new to Civ VII.Yeah, good mod support is incompatible with the DLC model of essentially selling what would have used to have been mods.
Factorio has a built-in mod manager and it works great. You can add, delete, update, enable, and disable mods from within the game. You can search for mods and read about them. The mod manager automatically handles dependencies, too. All of the mods are hosted on Factorio's website, so you can also browse and install them while not in the game.Bethesda did it, but community mod managers are still better, because that's the area where community puts a lot of resources, which company just can't afford.
When did they make this announcement? Do you have a link to it? I only remember a "coming soon" announcement.It provides a lot of facilities, one of them is the workshop which Civ7 is "still" missing to this day, even though they announced they would activate it around April/May-ish.
I'm not sure why you think I was talking only about Civ7?Civ V and Civ VI also sold single leader/civilization DLCs for the first year after release. I don't know why people think that this is new to Civ VII.
Because V and VI had really good mod support, so your statement wouldn't make any sense otherwise?I'm not sure why you think I was talking only about Civ7?
I already have that civmod software, it's 'better than nothing' kind of thing for the time being. No way it can replace the Steam workshop. It's hilarious that some people advocate for a replacement for something that's in-place for like, years? Civ6 had Steam workshop, I did not use some random software or whatever.
There is a reason why there is Steam workshop in the first place. We cannot just keep using third party software for every game we have. Not willing to discuss why Steam does this better tbh. I think it's pretty clear why Steam has become world's best gaming community/platform. It provides a lot of facilities, one of them is the workshop which Civ7 is "still" missing to this day, even though they announced they would activate it around April/May-ish.
No one says it's as simple as pressing a button. It wasn't probably so simple for Civ6 either. Yet, it was there.
It's been some time since Civ7 released. The fact that I am suggested some third party software to deal with the mods is telling something.
I rest my case.
mod.io is good, works in-game, could allow mods for consoles AFAIKIt's hilarious that some people advocate for a replacement for something that's in-place for like, years? Civ6 had Steam workshop, I did not use some random software or whatever.
took some months, we (modders) need a tool to be able to upload the mods on steam, it wasn't ready at civ6 release either.No one says it's as simple as pressing a button. It wasn't probably so simple for Civ6 either. Yet, it was there.
Steam workshop has limitations, honestly an alternative that does some things better is good to have.It's been some time since Civ7 released. The fact that I am suggested some third party software to deal with the mods is telling something.
Civ5 did, in my opinion, and I thought that Firaxis learned their lesson from making it too good. Civ5 is besting civ7 at concurrent players on PC thanks to Vox Populi, which was as high quality as any Firaxis-made expansion.Because V and VI had really good mod support, so your statement wouldn't make any sense otherwise?
We never got the DLL source, but otherwise, Civ VI had better modding tools than Civ V. There's no reason that you couldn't make leaders just as good as the ones that Firaxis made.In Civ6 it was not possible to make leader and civ mods at equivalent quality to what Firaxis could make, same as Civ7 so far. Unless you know something I don’t know.
Do you know why nobody ever did? I only ever saw reskins of existing leaders.We never got the DLL source, but otherwise, Civ VI had better modding tools than Civ V. There's no reason that you couldn't make leaders just as good as the ones that Firaxis made.
Which is the same that FXS did after some base models. ;-)Do you know why nobody ever did? I only ever saw reskins of existing leaders.
Do you know why nobody ever did? I only ever saw reskins of existing leaders.