I don't understand why many people post, they are waiting for Mod Workshop before either publishing their mods or trying more mods. I feel like I am missing something. Would someone mind providing me their thoughts?
Perhaps its because modding support will be more feature complete for that release. You know, unique ship styles and all that.
I suspect there's some, uh... what's the word for it, new car smell or trendy appeal to workshop too, because its widely known. People are kind of like sheep like that at times, especially the young impressionable.
Help cannot find out how to download mods not in the metaverse
Thanksfor responding. I guess maybe I'm in the minority, but I've never had any success using the Mod Workshop as a source for mods, granted I've only tried for EU4, CK2, FO3, FO:NV, and Skyrim. As a matter of fact my experience has been, not only are other sites more helpful and easier to use, but MW was actually overly difficult to work with.
Some people are holding off because it's likely the file structures are still subject to change until workshop integration is complete. It may be annoying to adapt a mod that's built one way to a new system. It doesn't bother me though really.
As for faction mods and the like, they're actually kinda annoying to make right now - perhaps people are hoping that it will become easier with the workshop.
The ease of installation will be a HUGE factor behind whether it will be successful or not.
Once again, look at Skyrim and NMM.
Is the workshop already open for GC3 on steam? I been seeing updates from steam community stating "X new items in workshop this week", but when I go to workshop and look for GC3, I find nothing. I'm COMPLETELY new to this, so it could be something quite trivial.
Myself I've been holding out waiting to see if the file system changes drastically and such. As things stand because of issues with oddities in the way my mod needs to be implemented I cannot make it a simple append style mod which would make it very easy to maintain. That being the case since I'll hafta at least do a file compare for every little file change I'm kinda holding off till 1.1 atm.
I expect I'll publish to nexus soonish and to workshop depending on how well it gets integrated.
Some games do excellent workshop integration like StarRuler2, others like skyrim and FO3 the mod managers and nexus work sooooo much better there is no comparison.
This is a big one I'd imagine in a lot of people eyes. Any mods that change the behaviour of the game, rather than simply adding new content, require a total conversion. Not only will this cause problems for people wanting to combine multiple mods, each time the game is updated it will require every single change to be re-evaluated. You might see more available when updates to the game slow down.
With the workshop I click the subscribe button and I'm done. The mod downloads, installs and updates without any further action from me. I will never go back to futzing around with manual installs.
Firstly, as most have mentioned, it's likely to break existing mods when it's integrated. This is a pain in the backside as a modder, because you want to be working on the cool ideas that inspired the mod rather than wading through boring busy-work getting the bloody thing back to how it was last week. This is compounded by the fact that the base game is currently undergoing massive balance changes and has huge issues, which means that many mods will either become completely unnecessary or will need heavily re-writing every week or so; once the workshop is integrated SD will probably calm down a bit on the major shifts.
Secondly, the present 'market' for mods is very small, because many players don't come here. They'll maybe look on the Steam forum, but won't look for or find this site. The Workshop provides a one-stop-shop for hosting your mod where people will actually locate and download it.
OK, I'm thoroughly confused now. The WS introduced in 1.1 is not the steam workshop, but an independent WS hosted on galciv3.com? I did finally find the GC3 WS on steam, there was pretty much nothing in it.
Well, I'm going to wait and let other people download mods and let them post their thoughts. Over time the best will come to the top. Much better to let OTHERS be the guinea pigs.
I'm working on a factions mod but I'm not ready to show it yet the art assets are taking a lot of time as will tech tree modding and I don't have a lot of time so probably a couple of month from making it public have tried a few custom factions.
Plus those that have tested the trial 1.1 version are reporting it has quite a few bugs/problems that's why I haven't tried it because of the continual nerfing and new bugs and that's why I'm waiting for the full 1.1
It takes time to produce good mods, and not all the mods people have produced currently fit steam workshop it only covers ships and factions at the moment. Give it time the game hasn't been out long, it often takes time for a lot of mods to appear particularly for a complex game like this and they've only just started to add limited workshop support.
On another note I'm having a great time learning to model in blender, you see I though even though I need to produce 2D art assets for my factions it would be best to model and render them through blender to get good shading, texturing and lighting effects and it means if they add proper video support for mods I can rig and animate them too.
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