Acken
Deity
Do you mean C++ code behind the *.dll files?
Yes.
I'll probably make a version of my mod on Civ6 if the game is good enough. But I need to be able to modify the game logic in some cases.
Do you mean C++ code behind the *.dll files?
Oh my science!Hear, hear!
- Jon
As an even more casual modder (I loved the mod tools in Civ3 which gave us an easy to use editor of almost every fascet of the game in a windows environment) I want something like what we had in Civ3.
If someone has the ability to go to blender or 3dmax to make new units/buildings, awesome! But I want to be able to edit pre-existing models or download modded models and edit their stats, in the same place I can edit government/tech effects, edit the map, place starting locations and most importantly run debug games where I can watch the AI play itself.
Oh my science!
I didn't know famous people hang around here!
How are you, Mr Shafer?
Do we know they're sticking with Lua? At least then I wouldn't need to learn a new language - on the other hand, it'd be very cool to need to do so.
I mostly only modded map scripts, I just hope they so it Civ-IV style rather than Civ-V (namely let some parameters be in xml files, don't hardcode city-states into the map, don't lead Sirian to write comments that look like apologies for bad design in the code).
Audio should be easily moddable. There should also be a possibility to set your own music not only for each civilization (culture), but also era (like in Civ4).
If the terrain graphics are easily moddable then I expect that there will be some great mods for Civ VI. It would be cool to see player created wonders on the map. I'm thinking of a system similar to Sim City.
I hope that they wouldn't dare deviate. The precedent for deviation however is there, seeing as parts of BE:RT's code was outsourced and according the production house used utilised proprietary code.
Civ VI is a flagship however, and my hopefull-not-blissfully-ignorant-optimism can't imagine they'd do anything of the sort else they risk a riot.
Modder here, this excerpt as well as personal assurances from the team has me assured that we're in good hands:
Dennis Shirk said that Civ5 would be the most moddable Civ ever pre-release, he never delivered on that promise.
Dennis Shirk said that Civ5 would be the most moddable Civ ever pre-release, he never delivered on that promise.
I'm not talking aboutmaking maps, but map scripts. ModBuddy was an actual pain in the **** and it was way harder to do it in Civ V than in Civ IV. Jsut testing your map script was a nightmare in comparison.I think, considering how the ModBuddy map editor works in Civ5, that even if they didn't get everything implemented in an intuitive way (or at all, in the glaring wasted potential that was MapModData), they were at least heading in the right direction. Making a map for Civ4 required using unofficial tools or you had to do it in-game. It was a nightmare to create realistic Earth maps. Hopefully they can fully flesh out all the functionalities and remove all the hard-coding that made a Civ5 RFC port nigh impossible.
Sincerely hope it'll be Lua; I like not having to deal with the distinction between arrays and hashmaps/dicts.Do we know they're sticking with Lua? At least then I wouldn't need to learn a new language - on the other hand, it'd be very cool to need to do so
That'd require a lot of extra work on their part though; I don't imagine it'll happen, I find most games expect technical knowledge on the part of the modders these days.I totally agree with this. I spent numerous hours creating simple mods in the Civ3 game editor, as it was a very simple and clear interface and didnt require ANY kind of knowledge about coding, even simple. I was very disappointed in Civ V when I came back to it to find it this was gone and I had to learn a coding language to make the most simple alterations to the game. I really hope the Civ 3 style game editor comes back
I'm not talking aboutmaking maps, but map scripts. ModBuddy was an actual pain in the **** and it was way harder to do it in Civ V than in Civ IV. Jsut testing your map script was a nightmare in comparison.
I did my modding with a texte editor and reloading every start a few hundred times, so that was straightforward. In Civ V, it was, well, not.
An asset editor akin to what's available in Cities Skylines is a pipe dream, but tis the dream nonetheless.