How should aspiring modders prepare for Civ VI?

NycholusV

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With just over a month until Civ VI is released, I am wondering what those in the modding community can do now, upon release of the game, and upon release of the modding tools to maximise the quality and quantity of mods. For me, I have been practising character modelling in Blender in anticipation of greater flexibility in leader scene creation (though of course, that is only a hope and expectation at this time).

Upon release of the game, how much will the community and individuals be able to discern about the mechanics of the game programming? I am not familiar with how this emerged in the case of Civ V. I presume it will be necessary to wait for the modding tools before anything substantial can be done.
 
Sadly too much is unknown.

We don't really know what Civ6 will use or when the tools will be available. Our best guess for now considering the game resemble civ5 is that they will still use XML/SQL and LUA. But that's a very wild guess.

Changing values and adding entries in the database is very easy. This may even be available without moding tools by either direct modification or some trick to make the game read the changes.

LUA will need more time for people to find what is available and how to make proper codes. It will also have to wait for tools to make the game load the new LUA function/events.

The C++ code will probably be delayed for a long time. It can even never happen... companies are just reluctant to release it. It took 1.5 years for civ5 to release it I think. I'll be overjoyed if it's available from the start though !!!
Having access to the code will, on top of allowing overhauls and AI improvement, give access to understanding how the game works and tell us exactly how all the variables modifiable through SQL have an effect on the game. It will also allow better insight as to what is available through LUA modding.

That being said... if Civ6 goes a totaly different route it's anyone guess.
 
I recall someone posting a quote from a dev that roughly stated they're taking a similar approach to civ v but they're going to make the code much easier to access and manipulate, less restrictions and such - though I'm heavily paraphrasing there and I haven't slept properly in 4 days so there's a chance I'm misremembering things :lol:
 
to maximise the quality and quantity of mods
Based on this my advise is pretty simple: Relax. :eek:

Post-launch Mods are going to suck compared to what will be created further down the line, no matter how much you prepare.

In general I'd suggest focusing more on ideas and making tons of notes instead of training mechanical skills that may not even match those required to mod the game until we get more insight into what is actually possible.
 
I think since modders will actually play the game like anyone else, before they dedicate time to change it. If I was a modder, that's what I'd do.
 
I agree with Ryika : just relax ;) There are dependencies and everyone need knowing more before modding :) 4 example : the "new" BLP format used in Civ VI where all arts are in ;) so wait ( a bit ) and play for now :D
 
I would download some small mods and look at how they are making changes. Also recommend downloading Sqlite for Firefox and looking at the data structures. No matter what tools they end up giving us, a basic understanding of the data will be necessary.

The key is to start small and build up. You WILL crash the game or cause other issues as you work. You need to take baby steps learning what causes issues. Where a lot of big mods fail is they try to do too much without a basic understanding of how to do simple things. Start small and build up.
 
I've played around with a lot of XML and direct database changes. I've encountered some issues that have impeded my progress, but you can definitely change plenty of values and they will work in your game. For example, I've made changes to map generation and tile yields with success. Some changes are too difficult to test, and the Debug databases don't work as I'd expect so I have no way to confirm my changes in some cases.

Enabling the debug console and using the Reveal Map command can help test some changes.

I've also played around with the World Builder. It is not ready for primetime. The UI sucks, you can't identify start locations and there are issues with Natural Wonder placement. But, I have been able to create custom maps with pre-set start locations.

There's plenty of mods already available, but be wary because as the base game is updated post-release it may break some of these mods.
 
indeed ! but I don't see the urge to deliver mods for the moment. Playing and testing for oneself is great but distribute mods is not yet a good idea from my point of view. It is not because my kid wants something right now that I'going to give it right now :D

In the same time, if we don't test it, we won't get new mods ........ :D
 
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