Sid Meier's Civilization VI

Sid Meier's Civilization VI

102 avaliações
Community Extension
7
2
6
5
2
2
3
2
2
2
   
Premiar
+ favoritos
Nos favoritos
- favoritos
Type: Mod
Tamanho
Publicado em
Atualizado em
2.661 MB
29 de jun. às 7:41
2 de ago. às 13:05
4 notas de atualização ( ver )

Inscreva-se para baixar
Community Extension

Descrição
Civilization VI: Community Extension
This mod is currently in beta. Report bugs on the issue tracker[github.com]. You can also contact me directly or on the steam workshop page. I prefer if you do it on the issue tracker though.
Visit the wiki![github.com]
Mod GUID: 3351473b-0746-417a-a618-2b66a04d8f3d
FAQ
What does this mod do?
This mod exposes new tools for modders to use by editing Civ VI's base code.
How does this mod edit the base code?
In essence, the game will load a custom dll, which then in turn loads the GameCore DLL and makes changes to it. If you want to learn more, join the Civilization VI Modding Helpline[discord.gg] and ask me there. (My username is wildw)
Can you implement X feature?
Probably. Open a feature request on the issue tracker[github.com]. The more precise you are with your request the more likely I'll be able to implement it.
Is this mod compatible with Mac/Linux?
No. It's possible to port parts of it, but it's just too far out of scope right now.
Can you fix the asset limit bug?
Probably not.
License
This project is distributed under AGPL 3.0. That means that all derivative works of this project must be open source and distributed under the same AGPL 3.0 license. This is to protect the modding community from bad actors and encourage collaboration. The only way this community can grow is if we work together.
Support
[ko-fi.com]
55 comentário(s)
WildW  [autor(a)] 13 de set. às 21:38 
@Random Space Marine Check out my Asset counter mod. I posted an update on it there. Short story is that it probably isn't being fixed in a mod anytime soon if ever.
Random Space Marine 13 de set. às 21:24 
Any news on the asset limit?
Nahueformaline 10 de set. às 0:10 
Very creative. More Mods!!!!!!!!!!!!!!!!
PhantomJ_M 15 de ago. às 14:51 
Yes I second this. I am sending tickets twice a day- when i wake up, when i go asleep
WildW  [autor(a)] 15 de ago. às 9:14 
Firaxis just deimplemented the launcher and won't be reimplementing it in civ 7! It seems like they're willing to listen to the community.

So for all those still interested in seeing the asset limit resolved. Methinks there's no better time than now to open support tickets and send bug reports about it. We might at least get a statement on it if not a fix.
WildW  [autor(a)] 2 de ago. às 13:11 
Version 1.3.0-beta released!

The console is now hidden by default. To enable it, open Civ 6's game files and navigate to /Base/Binaries/Win64Steam and create the file CommunityExtension.ini and paste this below!

[Settings]
EnableConsole=1

In-game, you can tell the version number from the button at the top right of your UI that says "CE v1.x.x"
Obb 1 de ago. às 2:52 
Arf, that’s bad news, I’ll still keep a bit of hope nonetheless. ^^
What’s for sure is that’s fascinating to read ! Thanks for the share !

For your third paragraph : Yes I noticed too, that everything seems to add up for the limit, even if they will never show up in the game. So I also thought it could be a possible approach to get around the problem… Sad to read otherwise !

Thanks for your work and efforts, once again !
And well done for civfanatics, well deserved.
WildW  [autor(a)] 1 de ago. às 1:43 
Update on the Asset Limit problem: PhantomJ_M looked into it and discovered that a fixed size array contains and maps all the game's assets. It's not possible to just change the size of the array because the entirety of the systems in place that interface with assets could assume the data to be of a certain size and it's stored as a global variable so there's a good chance it's not possible to allocate more memory for it either as it could overwrite and be overwritten by other code and variables. Bottom line is that neither of us know how to fix it.

The alternative approach is unfortunately workarounds, such as bundling assets together and preventing assets from being pushed to the array once the limit is hit (which will still break graphics but could prevent crashes). The latter solution could be used to play the game in strategic view methinks.

CONTINUE BELOW
WildW  [autor(a)] 1 de ago. às 1:43 
An approach we once considered was unloading assets that we could assume won't show up in a game (such as city styles that aren't used by any loaded civilizations), but waiting until a game is being loaded is likely too late to make any changes to the resource list.

I'm not sure why Firaxis wouldn't just allocate more memory for the array in the source code, maybe there's something to do with directX or a lack of foresight and years of coupling which complicates this.

Consider the asset limit a problem we can't solve, not unless we get help from someone who really knows what they're doing when it comes to directX or reverse engineering. Though, even if we could find that person, I don't have the funds to pay them.
KrumStrashni 30 de jul. às 6:58 
@WildW is this capable of alleviating the infamous asset limit that causes graphic glitches with heavy mods?