Still no news of the SDK after 3 months: I'm taking a break

Gedemon

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All in the title, I don't really care if it's not coming soon, but the complete lack of communication from 2K/Firaxis and not knowing the real modding capability of civ6 has finally killed my motivation to work on a game that I don't like in its current state.

I will monitor gitHub for merge request, and please to not upload any of my mods on steam when the workshop is out, I should be back to test the SDK then.
 
Totally understand. No world builder is a disgrace. I have been waiting to produce a Greatest Earth Map tailored to CIV6 and sick of it.
 
I completely get where you're coming from, Gedemon. Something tells me you won't be the only one who feels that way. It's a shame because in my experience, once I've played a Civ game with mods from this community, it's impossible for me to go back to vanilla civ. For me, it's the modders that truly make the game what it is and they deserve better from Firaxis/2k. In any case, I'd like to say thank you and I hope you enjoy your break! :)
 
Noooo, I'm hoping every single day that there will be the R.E.D. + MOAR-update!
You don't really want to leave this unfinished, do you? :(
 
Noooo, I'm hoping every single day that there will be the R.E.D. + MOAR-update!
You don't really want to leave this unfinished, do you? :(
I don't want that, but on the other hand I can't find the time to do it with the current tools.

Just as an example to understand the problem, here is the code I need to change the number of figure, formation and scale of an unit in civ5:
Code:
UPDATE ArtDefine_UnitMemberInfos SET Scale = 0.09 WHERE Type = 'ART_DEF_UNIT_MEMBER_ARTILLERY';
UPDATE ArtDefine_UnitInfoMemberInfos SET NumMembers = 3 WHERE UnitMemberInfoType = 'ART_DEF_UNIT_MEMBER_ARTILLERY';
UPDATE ArtDefine_UnitInfos SET Formation = 'FourBigGuns' WHERE Type = 'ART_DEF_UNIT_ARTILLERY';

And here is the code to do the same thing in civ6:
Code:
            <Element>
                <m_Fields>
                    <m_Values>
                        <Element class="AssetObjects::ArtDefReferenceValue">
                            <m_ElementName text="Artillery"/>
                            <m_RootCollectionName text="UnitFormationTypes"/>
                            <m_ArtDefPath text="Units.artdef"/>
                            <m_CollectionIsLocked>true</m_CollectionIsLocked>
                            <m_TemplateName text=""/>
                            <m_ParamName text="Formation"/>
                        </Element>
                        <Element class="AssetObjects::ArtDefReferenceValue">
                            <m_ElementName text="Artillery"/>
                            <m_RootCollectionName text="UnitCombat"/>
                            <m_ArtDefPath text="Units.artdef"/>
                            <m_CollectionIsLocked>true</m_CollectionIsLocked>
                            <m_TemplateName text="Units"/>
                            <m_ParamName text="UnitCombat"/>
                        </Element>
                        <Element class="AssetObjects::ArtDefReferenceValue">
                            <m_ElementName text=""/>
                            <m_RootCollectionName text="UnitFormationTypes"/>
                            <m_ArtDefPath text="Units.artdef"/>
                            <m_CollectionIsLocked>true</m_CollectionIsLocked>
                            <m_TemplateName text=""/>
                            <m_ParamName text="EscortFormation"/>
                        </Element>
                        <Element class="AssetObjects::ArtDefReferenceValue">
                            <m_ElementName text="UNIT_MODERNEMBARK"/>
                            <m_RootCollectionName text="Units"/>
                            <m_ArtDefPath text="Units.artdef"/>
                            <m_CollectionIsLocked>true</m_CollectionIsLocked>
                            <m_TemplateName text="Units"/>
                            <m_ParamName text="EmbarkedUnit"/>
                        </Element>
                        <Element class="AssetObjects::BoolValue">
                            <m_bValue>false</m_bValue>
                            <m_ParamName text="DoNotDisplayCharges"/>
                        </Element>
                        <Element class="AssetObjects::ArtDefReferenceValue">
                            <m_ElementName text=""/>
                            <m_RootCollectionName text="UnitCulture"/>
                            <m_ArtDefPath text="Cultures.artdef"/>
                            <m_CollectionIsLocked>true</m_CollectionIsLocked>
                            <m_TemplateName text=""/>
                            <m_ParamName text="Culture"/>
                        </Element>
                        <Element class="AssetObjects::ArtDefReferenceValue">
                            <m_ElementName text=""/>
                            <m_RootCollectionName text="Era"/>
                            <m_ArtDefPath text="Eras.artdef"/>
                            <m_CollectionIsLocked>true</m_CollectionIsLocked>
                            <m_TemplateName text=""/>
                            <m_ParamName text="Era"/>
                        </Element>
                        <Element class="AssetObjects::ArtDefReferenceValue">
                            <m_ElementName text=""/>
                            <m_RootCollectionName text="Units"/>
                            <m_ArtDefPath text="Units.artdef"/>
                            <m_CollectionIsLocked>true</m_CollectionIsLocked>
                            <m_TemplateName text=""/>
                            <m_ParamName text="ProxyUnit"/>
                        </Element>
                        <Element class="AssetObjects::BoolValue">
                            <m_bValue>false</m_bValue>
                            <m_ParamName text="PlayDeathOnDestroy"/>
                        </Element>
                        <Element class="AssetObjects::IntValue">
                            <m_nValue>0</m_nValue>
                            <m_ParamName text="DisplayLevel"/>
                        </Element>
                    </m_Values>
                </m_Fields>
                <m_ChildCollections>
                    <Element>
                        <m_CollectionName text="Members"/>
                        <Element>
                            <m_Fields>
                                <m_Values>
                                    <Element class="AssetObjects::FloatValue">
                                        <m_fValue>0.500000</m_fValue>
                                        <m_ParamName text="Scale"/>
                                    </Element>
                                    <Element class="AssetObjects::IntValue">
                                        <m_nValue>3</m_nValue>
                                        <m_ParamName text="Count"/>
                                    </Element>
                                    <Element class="AssetObjects::ArtDefReferenceValue">
                                        <m_ElementName text="Artillery"/>
                                        <m_RootCollectionName text="UnitMemberTypes"/>
                                        <m_ArtDefPath text="Units.artdef"/>
                                        <m_CollectionIsLocked>true</m_CollectionIsLocked>
                                        <m_TemplateName text=""/>
                                        <m_ParamName text="Type"/>
                                    </Element>
                                </m_Values>
                            </m_Fields>
                            <m_ChildCollections/>
                            <m_Name text="Members001"/>
                        </Element>
                        <Element>
                            <m_Fields>
                                <m_Values>
                                    <Element class="AssetObjects::FloatValue">
                                        <m_fValue>0.500000</m_fValue>
                                        <m_ParamName text="Scale"/>
                                    </Element>
                                    <Element class="AssetObjects::IntValue">
                                        <m_nValue>2</m_nValue>
                                        <m_ParamName text="Count"/>
                                    </Element>
                                    <Element class="AssetObjects::ArtDefReferenceValue">
                                        <m_ElementName text="ArtilleryDefender"/>
                                        <m_RootCollectionName text="UnitMemberTypes"/>
                                        <m_ArtDefPath text="Units.artdef"/>
                                        <m_CollectionIsLocked>true</m_CollectionIsLocked>
                                        <m_TemplateName text="Units"/>
                                        <m_ParamName text="Type"/>
                                    </Element>
                                </m_Values>
                            </m_Fields>
                            <m_ChildCollections/>
                            <m_Name text="Members002"/>
                        </Element>
                    </Element>
                    <Element>
                        <m_CollectionName text="Audio"/>
                        <Element>
                            <m_Fields>
                                <m_Values>
                                    <Element class="AssetObjects::StringValue">
                                        <m_Value text="Artillery"/>
                                        <m_ParamName text="XrefName"/>
                                    </Element>
                                </m_Values>
                            </m_Fields>
                            <m_ChildCollections/>
                            <m_Name text="ARTILLERY"/>
                        </Element>
                    </Element>
                </m_ChildCollections>
                <m_Name text="UNIT_ARTILLERY"/>
            </Element>

And that's for ONE unit...
 
Oh, um... okay, that's a bit of a difference I must admit...

Well, I can totally understand your frustration.

Fun fact: Firaxis is not allowed to communicate with us because of 2K's restrictions. But when you contact 2K, asking if they could forward some feedback to the devs, they will tell you that there is absolutely no possibility for them to do that.
Yeah... sure.
Happened to me just a few days ago.

I guess we have to write our message with huge letters on the moon or something.
 
What's taking them so long anyway? If this were my game, I would probably be working 24/7 at that thing to stop the game from bleeding even more players who may never come back.

Honestly, the lack of proper modding tools is the only reason why I'm not currently sitting here and working on some of the mod ideas I had since before the game was out.
 
I just did a few stuff, then retreated from modding Civ6. I hate trying to "figure out" as a modder for basic stuff , waiting for a proper SDK. I will go back to it once the SDK is out, if it is ever released.
Until then, cheers.
 
probably they will wait until all 4 DLCs get released, lest modders will start making their own Isabella (that don't cost anything) and hurt their DLC sales (?). I don't remember though, was it Polynesia DLC first or Civ 5's SDK first that get released?
 
probably they will wait until all 4 DLCs get released, lest modders will start making their own Isabella (that don't cost anything) and hurt their DLC sales (?). I don't remember though, was it Polynesia DLC first or Civ 5's SDK first that get released?

I'm not investing another penny into this franchise until Firaxis/2K makes good with the modding community. So if they are expecting me to lap up their DLC content, they are sorely mistaken. After the difficulty to mod CiV, coupled with the horrendous release of BE, I am already kicking myself for being duped into even buying CiV VI. That won't happen again. Fool me once....
 
Couldn't agree more. Maybe if more people (all of us, or at least the modders with weight behind them) were vocal and took action like Gedemon it would kick Firaxis/2K in the ass enough to get them in gear. This isn't acceptable.

With the 3D animated models (and an entire studio behind them), Firaxis should not be worried about DLC sales. They should be able to do things we can't, or at least can't do efficiently, strictly based on their resources. I have an idea, Firaxis, release creative in-depth DLC that we can't replicate in our living rooms. No one is trying to hurt your sales. We all get how business works.

You agreed to an implied (and explicit to some extent) contract with this community, hold up your end.
 
What was that game a while back about making cities....supposed to take the mantle from its predecessor, but rather ruined the whole franchise. You know, the one that ignored its modding community and instead focused on trinket DLCs?

I sense a disturbance in the force :cringe:
 
Chiming in to say the same. I'm sticking with modding Civ 5 until further notice: I've already ported Suzerain bonuses to Civ 5 :D

If you can remove global happiness and port districts, I'm coming with you.
 
All in the title, I don't really care if it's not coming soon, but the complete lack of communication from 2K/Firaxis and not knowing the real modding capability of civ6 has finally killed my motivation to work on a game that I don't like in its current state.
Yeah, it's been tough to work up the motivation to do even simple changes to my mods since so many things that should be simple aren't. I don't even try to make the complicated mods and things are kind of a pain this time around.
 
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