Sid Meier's Civilization VI

Sid Meier's Civilization VI

Civ6-PK UI Framework [v1.1]
皮皮凯(PiPiKai)  [developer] 31 Jan @ 12:02pm
PK FW: Dynamic Development(PK框架开发日常)
Here we will discuss the plan and arrangement of mods
If you are interested, please feel free to leave a message for discussion
If you are interested in my mod, you can subscribe to this post
这里将讲述mod的计划和安排
如果感兴趣,欢迎留言讨论
如果对我这个mod感兴趣,你可以订阅这个帖子
Last edited by 皮皮凯(PiPiKai); 5 Feb @ 10:11am
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皮皮凯(PiPiKai)  [developer] 31 Jan @ 12:05pm 
[2025/2/1]
Recent Improvements and Update Plans for the Mod

I am currently working on a series of optimizations and improvements to the Mod to enhance user experience and address known issues. Below are the main features planned for the next update:

1. Bug Fixes

I have identified and fixed some bugs in the Mod to ensure its stability and compatibility. However, due to some important changes still being in progress, the update will be released a bit later.

2. New Mod Development
Based on the existing framework Mod, I am developing a brand-new Mod. This Mod not only introduces new functional effects but also serves as a practical example for other developers to better understand and utilize this framework.

3. Important Adjustments to the Data Framework
To optimize data caching and improve performance, I have made significant adjustments to the Mod's data storage sub-framework, introducing the **Pure Frontend Data Partition** mechanism.
  • Pure Frontend Data Partition: This portion of data exists only in the game frontend and is cleared before the start of a match, reducing the size of data caching.
  • Note: Since players may load other game saves during a match (which might have other Mods enabled), if those Mods also use this sub-framework, the framework will have to cache all non-frontend data to ensure proper functionality.
  • New Option: To minimize the potential impact of data caching on game performance, I plan to add an option allowing players to customize whether non-enabled Mod data should be cached during matches. If this option is selected, players are advised to avoid loading game saves with different Mods during a match to ensure a stable gaming experience.


Conclusion

I will do my best to provide a better gaming experience for everyone, while also offering a more flexible and powerful framework for other Mod developers. Therefore, I greatly appreciate your support and feedback!

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[2025/2/1]

Mod 近期改进与更新计划说明

我正在对当前 Mod 进行一系列优化和改进,以提升用户体验并解决已知问题。以下是计划在下次更新中发布的主要内容:

1. Bug 修复
我已经识别并修复了 Mod 中的部分 Bug,以确保其稳定性和兼容性。由于一些重要改动尚未完成,更新将稍晚发布。

2. 新 Mod 开发
基于现有框架 Mod,我正在开发一个全新的 Mod。该 Mod 不仅实现了新的功能效果,同时也作为本框架 Mod 的使用范例,帮助其他开发者更好地理解和应用该框架。

3. 数据框架的重要调整
为了优化数据缓存并提升性能,我对 Mod 的数据存储子框架进行了重要调整,引入了纯前端数据分区机制。
  • 纯前端数据分区:该部分数据仅存在于游戏前端,并在对局游戏开始前被清除,从而减小数据缓存的大小。
  • 注意事项:由于玩家可能在对局中加载其他游戏存档(这些存档可能启用了其他 Mod),如果这些 Mod 也使用了该子框架,为了确保 Mod 正常运行,框架将不得不缓存所有非前端数据。
  • 新增选项:为了减少数据缓存对游戏性能的潜在影响,我计划增加一个选项,允许玩家自定义是否在对局中缓存非启用 Mod 的数据。选择此选项后,建议玩家尽量避免在对局中加载使用不同 Mod 的游戏存档,以确保游戏体验的稳定性。


总结
我会尽最大努力为大家提供更好的游戏体验,同时也希望为其他 Mod 开发者提供更灵活、更强大的框架支持。因此,我非常需要大家的支持与反馈!
Last edited by 皮皮凯(PiPiKai); 5 Feb @ 10:05am
皮皮凯(PiPiKai)  [developer] 5 Feb @ 10:10am 
[2025/2/6]
我在2月1号的计划都成功实现,已经更新mod版本为1.1
My plan on February 1st was successfully implemented and the mod version has been updated to 1.1

后续安排暂时延期,因为我计划先去去了解一下CIV7的mod制作可能
The follow-up arrangements have been temporarily postponed because I plan to first explore the possibility of mod production for CIV7
皮皮凯(PiPiKai)  [developer] 10 Feb @ 11:50pm 
[2025/2/11]
I plan to optimize the game's initial configuration settings to make it easier for players to manage and distinguish between configurations of different mods. Currently, both the game's and mods' configuration parameters are crammed into the same interface, making it difficult for players to tell which settings belong to which mod. To address this issue, I intend to do the following two things:

1. **Independent Mod Configuration Interface**: Separate the configuration UI for each mod and organize it clearly, allowing players to easily identify which settings belong to which mod, thereby improving the user experience.

2. **Upgrade the Mod Data Storage Framework**:
- Support saving the current game's configuration parameters, so players can directly load preset configurations at the start of each match without needing to repeatedly adjust settings. (Unlike the game's built-in configuration save feature, my framework will not save the list of currently used mods, avoiding interference with players' mod choices—here I have to vent a bit about the game's built-in save function, as it messes up our originally planned mod setup.)

With these improvements, players will be able to more easily manage and distinguish between configurations of different mods, while also enjoying a more unified and efficient game setup experience.

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我计划对游戏的初始配置设置进行优化,让玩家更容易管理和区分不同mod的配置。目前,游戏和mod的配置参数都挤在同一个界面里,玩家很难分清哪些设置属于哪个mod。为了解决这个问题,我打算做以下两件事:

1. **独立mod配置界面**:将mod的配置参数UI独立出来,并区分整理,让玩家一眼就能看出哪些设置是哪个mod的,提升操作体验。

2. **升级mod数据存储框架**:
- 支持保存当前游戏的配置参数,这样玩家每次开始对局时,可以直接加载预设配置,不用反复调整。(和游戏自带的配置存档不同,我这里不会保存当前使用的mod列表,避免干扰玩家的mod选择——这里不得不吐槽一下游戏自带的存档功能,它会打乱我们原本计划使用的mod。)

通过这些改进,玩家可以更轻松地管理和区分不同mod的配置,同时也能享受更统一、更高效的游戏设置体验。
Last edited by 皮皮凯(PiPiKai); 11 Feb @ 12:16am
皮皮凯(PiPiKai)  [developer] 12 Feb @ 3:30pm 
[2025/2/13]
I have come up with a preliminary plan. The game's built-in Parameters system can control the loading of modinfo files, which is a very useful feature. If modders want to dynamically control the loading of different files in modinfo based on local data, it is necessary to integrate the mod's local data framework with the Parameters system. This way, the mod's local data can not only be used in Lua scripts but also influence the game's database.

To achieve this, I plan to add a new API to the framework, allowing modders to delegate custom Parameters to the framework for unified management. At the same time, to prevent players from making unintended changes, the corresponding Parameter-UI will be hidden. This design will help modders create more personalized mods. For example, a leader mod could gradually unlock different content based on the number of times the player has played or achievements they have accomplished, thereby enhancing the game's fun and replayability.
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我已经初步设想好了,首先游戏原有的Parameters系统,可以控制modinfo这里的文件加载,这是一个非常好的功能,那么如果modder希望实现通过mod本地数据来控制modinfo加载不同的文件时,就非常有必要将mod本地数据框架和Parameters系统联系起来,这样mod本地数据不只可以在lua中使用也可以影响到游戏的数据库,所以我计划框架增加一个API,支持modder将mod添加的Parameter交由框架帮忙管理,当然这样就有必要隐藏对应的Parameter-UI,避免玩家修改,我认为这样有利于modder打造更有个性的mod,例如一个领袖mod可以随着玩家玩的次数增加甚至达成成就,解锁不同内容
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