So you're aware, when the patch releases with the WorldBuilder updates, you'll also see that we made improvements in a number of areas, especially on the front-end. Aside from the "Basic Mode" introduction (simple map creation), the front-end will have multiple updates, including:
- Updated front-end interface for new map setting to remove all the unnecessary information, and tailor it specifically for WorldBuilder.
- Auto-reading and auto-enabling of maps in the Mod directory so you don't have to restart the game each time you want to try a newly-created map. Maps are saved to the correct spot, so you no longer need to manually move files around.
- Proper tagging of maps to expansions so that the correct maps show up depending on which expansion is enabled (base game maps show for all, expansion rule maps only show up for specific expansion rule-sets).
- Automatically populate the map list when creating a new game.
- Automatically set the map size if you've selected a WorldBuilder map.
The bulk of our work in the imminent patch has been polishing and readying the front-end and Basic Mode. Our current focus moving forward is doing the same for "Advanced Mode", which is still very much an unsupported developer tool, with bugs that need squashed, consistency added, and polish applied. Stay tuned!
Hi Dennis,
Thanks a lot for directly posting here, it's much appreciated, thanks in the name of all the folks that have asked this very question (how to make a working map ?) and thanks for building a game that is made with a great potential for modding from the very foundations.
Now, first, about "foundation", well, it's solid and already allows us to do a lot of things (more than we've showed as a community IMO), which include compensating the "beta" state of the initial WB with
our own tools for example, or by including a brush size tool with a small bit of modding...
Don't get me wrong, it's great to have an official solution, which will be a lot more users-friendly. No, my point is about planning, I'm very happy to know that there is more to come, in the form of what I suppose are some sort of scenario building tools. But... we've lost time on our side (modders) making what is now going to be a redundant/obsolete tool, because we didn't know that an update for the WB was coming. I won't go into the history of my posts here, but this is something that first add stopping me to work on such tools at the time the game's was released (I mean I could do maps then, you surely know about YnAMP, and it's users, yes, the guys bothering the support team when using bigger maps than what's officially supported...), thinking that an update of the WB would surely come with some patches soon after launch, then surely soon™ after the first expansion, then... well, you get the idea, until we finally decide to do it ourselves. And fate being what it is, not long before an official update of course
So, as I happen to be working on some scenario in the background AND have some of my own ideas and code in progress for scenario tools, I'm wondering if you could give us an idea of what's to be expected of the "advanced mode" (edit: ho, it's included, forget that one, just go for the other ->). Or more generally, what's Firaxis general plan for civ6' modding.
Which brings me to my second point, still about planning and "potential": there are some very nice addition to modding in civ6 (for example the new possibilities of the artdefs, even if I miss SQL a lot for updating them...) and the game effects mechanism is a fantastic framework for us (and I can't imagine how much works goes into that in the background), but that framework (or the exposition of the behavior tree) can't replace the advanced tool that is the access to the gameplay DLL. First because the source code itself is the best things when it comes to document everything that we could do with the actual tools and methods open to us, especially for AI behavior, second because the current framework don't allow many things required for total conversions, like diplomacy or combat overhaul for example.
Because of that civ6 is still leagues away from civ5 and civ4 when it comes to modding, despite, IMO, a much bigger potential from the foundations. I mean, we can change the WB ourselves, but making similar tools to Skyrim's "SKSE" or GTA's DLL script hooks ourselves, that's something else entirely...
Yet, we're still waiting to hear any news about the possibility of the release of the gameplay DLL source. And as time pass, I'm afraid that, if it's still a possibility, it will come too late in civ6 lifetime to allow great TCs as those that were available for civ4.
Those kind of mods are not made in days, week or even months, but years, and who would like to work on such projects after the end of civ6 development life, when everyone in the civ community will just be focused on civ7 release date ?
Anyway, thanks for reading, because, even if we may complain a little bit from time to time (well, ok, maybe a bit more than a little bit) about the lack of communication, we also know and appreciate that you guys listen to our global feedback, and shows it.