Even in Civ5 you can technically make mods without Modbuddy; it just takes longer and is more error prone.
I was expecting that Civ7 would ship with a couple scenarios with associated mods like Civ5 did that we could dig through to reverse engineer the correct file loading properties from the .modinfo, or whatever the analogous file type ends up being. It's not a stretch to just write .modinfos manually in Notepad++.
We will always need 3D artists who can rig animated unit models and talented 2D artists who can match the art style of the base game. Personally that has been the bottleneck in my mod development.
Do we know what the scripting language is going to be yet? Is it still Lua? This time around I'd like to start a standardized Lua utility library up front for public use.
I was wondering if there would be any initiatives for this, I'd wanna contribute to help me start out with Civ modding. I've always wanted to join before but I never got to start until now.
What would you think a Civ 7 utility library would have? I was thinking of a tool to help deal with civ unlock requirements with multiple different mods (so Modder A's Civ can unlock Modder B's Civ, if they're both installed)
Based on the Lua utilities I cobbled together from various sources to make a private use utility library for Civ5, and a couple we never got around to:
Something for saving and retrieving persistent data between saves, analogous to SaveUtils or TSL/TSLS
Something that streamlines iterating through plots, like whoward's PlotIterators for iteration around an arbitrary centerpoint, or my own thing for iterating through all the plots owned by a specific player
Using the above plot iterators, something to streamline "units receive X effect if within Y tiles of Z great person" type effects
Event hooks not in the base game, like for the player ending a turn, entering a new era, a unit being created, freeing a unit for a city state, or on combat happening
Making buildings invisible with new column with logic implemented in a CityView override, unless an analogous great works visibility hack can be found
Stuff to streamline modifying things that have to be added via invisible buildings, like for sources of fresh water, or arbitrary trade route yields
A function to decompose an integer into the powers of 2 that go into it, and something to streamline making a bunch of nearly identical policies or buildings whose effect size (e.g. happiness) is powers of 2
A utility to streamline the addition of arbitrary clickable unit actions
Dynamic addition of new elements to most information UI panels like the TopPanel, CityView and UnitPanel
Dynamic addition of new resources without having to override AssignStartingPlots each time
Assorted other functions that get used a lot but for some reason aren't in the base game, like
finding the nearest/farthest city from X
getting a player's majority religion or preferred religion
random integer between two bounds inclusive
highlighting a hex from X,Y coordinates and RGB values
checking if two cities are connecting by a road
a pathfinding algorithm like A* between two arbitrary tiles
etc.
It will depend on what functions come built into Civ7; God willing not all of these will be necessary to code ourselves. What we will have to code, I'm hoping what we've built for Civ5 can at least be used as a skeleton, but it will all depend what is or is not doable within the method set Firaxis decides to grace us with.
Also, it would helpful if someone Agent Ransack'd all the UI files to find all the methods and event hooks and their arguments, as happened for Civ5.
they said that too in one of the first interviews IIRC.
the Monday's interview is that one ?
transcript of the part about modding:
I do have a couple of smaller technical questions ask if I if I can um so one question that I've received a lot from my audience is what kind of modding tools are going to exist for civilization 7 especially since as you noted there's such a wide open field for the creation of additional civs or additional leaders Etc do you have any announced plans for what those tools are going to look like ?
So we don't have anything announced for what the tools will look like they're not going to be there right at day at launch um it's been important that we designed the game to allow modding but we focused on making the best game experience first and then we're going to bring you know make some announcements and we'll get the modding tools out we we'll try not to make everyone wait too long okay well and you also have so many platforms releasing on too oh sorry I will let you in on a little secret though that we have families and friends play this game in a testing group and they're already making mods sometimes they making their own leaders uh then they look pretty nice it's so yeah so it is absolutely moddable we don't have that full to set that will roll out on launch deck copy
Even in Civ5 you can technically make mods without Modbuddy; it just takes longer and is more error prone.
I was expecting that Civ7 would ship with a couple scenarios with associated mods like Civ5 did that we could dig through to reverse engineer the correct file loading properties from the .modinfo, or whatever the analogous file type ends up being. It's not a stretch to just write .modinfos manually in Notepad++.
We will always need 3D artists who can rig animated unit models and talented 2D artists who can match the art style of the base game. Personally that has been the bottleneck in my mod development.
Do we know what the scripting language is going to be yet? Is it still Lua? This time around I'd like to start a standardized Lua utility library up front for public use.
Which may imply the UI will use javascript this time (cf Coherent Labs)
No Havok Script logo (that was the Lua for civ6, not supported anymore AFAIK), but that doesn't mean Lua isn't in for gameplay scripts (or worse that there are no gameplay side for scripts)
But I suppose it would make sense to use the same langage for both UI and gameplay script to communicate with the game.
Which may imply the UI will use javascript this time (cf Coherent Labs)
No Havok Script logo (that was the Lua for civ6, not supported anymore AFAIK), but that doesn't mean Lua isn't in for gameplay scripts (or worse that there are no gameplay side for scripts)
But I suppose it would make sense to use the same langage for both UI and gameplay script to communicate with the game.
The part about people already making their own leaders is interesting, I wonder if units assets can be used with their level of details. I suppose independent powers may use those assets too.
The part about people already making their own leaders is interesting, I wonder if units assets can be used with their level of details. I suppose independent powers may use those assets too.
The part about people already making their own leaders is interesting, I wonder if units assets can be used with their level of details. I suppose independent powers may use those assets too.
When he said that I started wondering if the made the full 3D model for a leader or just changed the leader abilities. I don't think it's intentional on the're part but the more I hear about the game the more questions I have.
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