Modding, dead?

lucky17

Chieftain
Joined
Apr 25, 2010
Messages
14
This may have been posted a million times before, but now that we're approaching 10 months since release, where are we? Obviously, I don't have many posts, but I've read a ton of stuff here. I mean, Zappara's been gone for months, and Afforess has declared this game dead. Many thanks to Thalassicus, he is still valiantly hanging in there. Although I loved RoM and AND, I just couldn't see my self going back to the stacks of death. Anyways, I know I can't complain much for there not being many mods, for what it's worth, I'm working on a small one of my own, but... where do we go from here? I imagined a new "generation" of modders coming up, after Afforess and Zappara left, but where are we? I wasn't involved in civilization until long after RoM had been released (2010), so if anyone could give me the history of how those mods came together, I'd be enternally grateful. Also, what are the current limitations of CiV in it's current state. What can we not edit?
 
You should try to keep these sorts of things in a single thread. See the "Civilization 5 Modding Dead." post that has hundreds of posts on this topic.

In terms of what we can and cannot edit, we don't have the DLL SDK yet. We've heard "soon" on that one, and once that happens we'll be able to do far more. Technically, there's a LOT we can do with Lua, we just can't do it WELL. The problem, generally speaking, is the AI; if you code complex mechanisms into the game, then generally speaking the players will know how to use them, but the AI won't. With the DLL, we can fix that.
 
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