![]() They work like techs, but are invented with Founding Father points rather than research. For instance in M:C there is a new feature called Perks. This means Civ4 is actually superior for total conversion mods. However Civ4 has one gigantic advantage in it's primitive approach, which is full control of all the code in the DLL (instead of the functions handpicked to be lua exposed). Clearly Civ6 is superior when it comes to getting what you want from all mods combined. Civ4 on the other hand can only handle one mod at a time and if you want two mods, you need to manually merge those two into one, which can be quite time consuming. It should work fine, at least as long as it doesn't load two mods, which try to mod the very same function in the lua code. the database structure allows it to load one mod with a new unit and then another mod with a new unit and so on. Clearly the modding support has been built into the game early in the development. Interestingly it has a database (or database like) structure for lua code additions. It has a database of units, buildings etc. It's almost like modding is an afterthought to the game.Ĭiv6 appears to have been designed with a modern modding engine. Each item added to the mod will then replace that item in the full game. It expose parts of the game to the modders. The following is based on online research in modding civ6, not personal experience.Ĭiv4 is actually quite primitive when it comes to mod support. Do note that I haven't actually tried civ6 myself. Civ4 and civ6 seem to be made with completely different ideas on how to mod.
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