Anyone these days interested in Total Conversions or large scale scenarios?

Types of scenario you'd be interesting in playing


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TPangolin

Just the worst person
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With the Multiplayer Mods now being a thing, I'm surprised that I haven't seen much discussion around the topic of scenarios and what that could mean for potential Total Conversion mods with MP functionality. Whilst life isn't the easiest for modders at the moment, total conversions are still realistically doable at this time. If we consider that some would call Empire of the Smoky Skies a Total Conversion, then we realise that reskinning, renaming things and altering mechanics slightly can do a lot to set the stage to your world.

If there are projects designed to be standalone and not compatible with other mods, those projects can be designed in a space where designers can alter and shape the UI to their specific whims. Entire portions of the UI can be reskinned and altered to suit the functionality of their scenarios. You can scale and reskin units and architecture, you can even add and import new unit graphics and animations. Tech trees can be altered, components can be removed entirely, custom civs, leaders, units are all doable. A team could decide to go the realistic route and base scenarios off of historical events. Another team could decide to go in to an original fantasy setting and be creative with their storytelling. Someone might try to do an undertale style meta deconstructionist scenario where you control one civ leader as he tries to escape from the game, where the other players are leaders too with different playstyles and they need to beat the hell out of each other or team up to survive to reach the end-game.

Right now we're fairly limited in what we can do individually, but my view is if that if people start plugging away at ideas then the structure of what people can dream up might be easier to implement due to other users making breakthroughs and coming up with innovative ways to present and create content.

For anyone looking to make a scenario, my advice is to start thinking how you can use the Civ VI engine as a blank slate. Deconstruct the mechanics of the game and then see how you can reconstruct them with an original coat of paint. Think about the game you'd like to play (Tower Defense, PvP team scenario with stupid mechanics set in a planet of the apes style world but instead of apes they're horses with donkey slaves, an RNG'd super depressing story about the life of a Missionary in a Civ game.... monopoly isn't even impossible tbh with what we can do now) and then confront the daunting reality of how complex your creation would be and then decide if you want to pursue it individually or with the help of random internet strangers. I guess my point is that the stronger your ideas resonate with you, the more flexibility you'll give yourself when trying to struggle to implement them in the game (perhaps out of spite to prove that the ideas were good and could be done).

As in any modding community, the number of creations grow when creators see other creators creating things (ideas, components, mods, art etc.). Ideas start to get did when other creators go "oh yeah that'd be neat, I'd help out with that". So with that being said, in a perfect world where art and mechanics were able to be implemented - what shenanigans would you get away with if in Civ VI if you hypothetically could?
 
I would have loved to play R.E.D. WWII in multiplayer with civ5. Maybe civ6 will allow that, technically nothing prevent it now.

For more complex total conversion, I think we're just scratching the surface of what civ6 will allow, and I'd suggest any modders interested in TC or basic scenario to have a look to the GameCapabilities.xml file.

There is still something that bother me in my design phase for my current project: how to share commands for complete new features between clients in MP.

I know how to script them in SP, but, for example, if I wanted to add a new mechanism like 3-4 players military/economic alliances with a vote system for decisions, I don't know how to communicate the vote/result between all human players in a safe way.

I suppose that I could hook on the chat system to send commands and other gameplay informations until we get DLL access...
 
@Gedemon Just a thought and perhaps not the most elegant way of doing it but you could simulate votes by having a vote option be a tech, civic or project then just check current research or building progress for results then add up the wasted science/culture/production for the next turn.

I have not gotten scenarios too work yet because when I predefine civs in world builder it crashes upon loading it in a regular game, the world builder UI is also very buggy (it is almost impossible to place cities). So I don't think it's possible till we get a fully functional world builder but perhaps someone else has had more success?
 
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