Our hopes for modability

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.

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
 
If the reception of the XCOM2 modding tools and general modding scene is any indication, I am extremely optimistic about the philosophy behind this return to more accessible modding!
 
Oh my science!

I didn't know famous people hang around here!

How are you, Mr Shafer?

Howdy sir! I'm doing well, still plugging away on my next game. These silly 4X games take a lot more work than a Bejeweled clone, let me tell you... It will be quite moddable (and in 2D so much easier to mod on the graphics side) - just to keep things slightly on-topic here. :)

- Jon
 
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 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.
 
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).

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.

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).

*Should* be. Civ5 made it a PITA for some inexplicable reason though, and it was impossible without editing the core files until around the time BNW launched.

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've been pining for the ability to add atoll segments since Civ4. Civ5's atolls left me feeling very taunted :/
 
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.

Hmm, Riot of the modder don't really sound threatening to me. TBH. We need something more than that or they could enforce a Python for us all. :p

In more serious note, I think the game are still tile-y and roughly the same as CiV with few notable contrast. I for one would be pretty happy if Firaxis simply reskin Civ5 with funny graphic, change the mechanic a little and call it Civ6. (Assume that "Civ6" can sell at all with that philosophy)

There could be more change to be announced in the future.
 
I, for one, am placated by that peculiar line about the way that "game rules are built [...] and linked to the different subsystems...", emphasis on 'built'. I don't have the right information to make this a proper Bayesian inference, but if I had cajoled a unified yields system in the program - one that allowed you to mod any bonus onto building Y exactly as easily as giving that bonus to religion X - then that's the language I would use to gush about it in a press release.

That's not the entirety of the promise fulfilled, but it sure looks lovely in comparison to the echo chamber repeating yourself while repeating yourself of Civ V mods.
 
Dennis Shirk said that Civ5 would be the most moddable Civ ever pre-release, he never delivered on that promise.

I mean I've only played 4 and 5, but ModBuddy is quite convenient, compared to Civ4 where there's still basically zero out-of-the-box support for modding.
 
Dennis Shirk said that Civ5 would be the most moddable Civ ever pre-release, he never delivered on that promise.

Perhaps there could be differences of opinion. I consider Civ5 extremely moddable relative to similar game titles in the industry.

I would definitely agree with a perception that the Civ 5 mod tools and process are not as accessible and readily available in a simplistic format to the novice as early versions may have been. To me it seems to be a trade off between user-friendliness (for novices) versus power available for more experienced modders.

I really loved the map editor in prior versions, which allowed modding the map when I was half way through with a month long game. I can certainly understand very valid and legitimate reasons for choosing a different approach. There are pros and cons to everything.

I have not been involved modding a large number of game titles. But of the game modding I have done, the Civilization modding process is the one which I consider the most user friendly, seeming clean or polished.

Hearts of Iron is extremely moldable, with many notable differences between the Civilization type modding. Both have advantages and disadvantages relative to each other. Civ seems much more user friendly to me. Hearts of Iron, allows a bit more flexibility in total and extreme, complete overhaul modding. I prefer the Civ 5 approach and am hoping for more of the same in Civ 6.
 
This is my number 1 hope for Civ6. I am not a modder but I think I spent more time playing Civ4 mods (especially Rhye's and FfH) than I did playing the actual game. The lack of interesting overhaul mods for Civ5 is what made me stop playing - I still clocked at around 1000 hours, mind you. (I haven't been to this forum for ages - I'm back because of the Civ6 announcement.)
 
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.
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.
 
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
Sincerely hope it'll be Lua; I like not having to deal with the distinction between arrays and hashmaps/dicts. :p

I imagine they'll be sticking to Lua, going back to Python; you don't really see any scripting languages other than those two in the game industry these days, unless they have their own proprietary scripting language.

They better not hardcode stuff as badly as they did in BNW though. The lack of things you could easily change without a DLL mod was ridiculous.

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
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.

And honestly I'm glad for it; other programming languages are incredibly easy to learn once you've learnt one; and game modding is one fantastically fun and satisfying way to learn one. I definitely wouldn't be where I am today if it weren't for Civ5 requiring Lua to mod.
 
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.

AFAIK you can just load the mod with your mapscript in ModBuddy and then your script will be available in the map maker to autogenerate maps with. I got it to generate some PerfectWorld3 maps with no problem. Or were you talking about debugging?
 
I also hope that the textures/terrain graphics will be easily moddable. Well, I doubt for animated leaderheads. This is still probably beyond....
 
An asset editor akin to what's available in Cities Skylines is a pipe dream, but tis the dream nonetheless.
 
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