First, thanks for your working getting this up and running - awesome!
OK, so not a new idea, but definintely a question about future features. I assume this is already firmly on your radar, but I couldn’t see a thread discussing mods/DLC and so I wanted to start one and ask if you knew when you’d be enabling additional DLC. I don’t know if this fundamentally blocked by Firaxis right now, requires big changes , or (fingers crossed) is pretty transparent.
I suspect there are two distinct types of DLC that need addressing:
(1) Official expansions - e.g. the recent addition of Poland to the civ list. Having that installed stops game creation.
(2) 3rd party DLC/mod - I use the NQmod and a couple of other UI mods which install as a DLC but are not toggled through the steam UI, so setting up a game takes quite a few steps. I’m hoping that once set up it won’t matter if the DLC are installed … do you know?
Thanks again for PYDT - I have now got my first game up and running and I’m looking forward to playing.
I’ll get the new Poland DLC added to the list this weekend, thanks!
I think you’re right that there’s multiple types of DLC. PYDT does validate DLC on game creation, but I don’t know if 3rd party DLC will fail validation at the moment. Not sure how technical you are, but if you use our save parser (https://github.com/pydt/civ6-save-parser) to read a save file, there’s 3 sections of the file marked for DLC. I’m not exactly sure what the difference is between the 3 sections, but we only look at one of them that seems to correlate to official DLC.
To be honest I haven’t looked into 3rd party mods at all, so I’ll try and play around with the NQmod you’re talking about this weekend while I work on getting Poland set up and see how it goes.
FWIW, in trying to get my first PYDT game working I can confirm the 3rd party DLC (NQmod) did fail PYDT validation. I had to roll everything out to get a save file that would upload.
Good luck on the parser - looks like a bit of a nightmare trying to crack the binary structure ( + sorry I don’t have time to try to pitch in and help at this time).
If you have that save file you tried to use to start the game handy and could upload it attached to an issue at https://github.com/pydt/api/issues it’d be much appreciated, thanks!
I’m afraid I don’t have it handy since and didn’t think to archive it off, sorry. I just repeated attempts to start the same game so the subsequent save files had the same name and kept overwriting each other. That said, I am very happy to repro the issue though if that helps you out a bit, but I’d need the ability to create a second game to check it did hit the fail to validate issue (and I certainly wouldn’t object to getting a second PYDT game going!).
If that’s not easy to enable, let me know and I’ll just repeat my steps and provide the save file as indicated and hope it does what you need.
OK, support for the 2 new DLCs has been added (not sure if there’s any point to the Viking one and PYDT, but whatever). I’ve also added some code to try and only validate official DLCs and let mods pass through. If you want to try and create an NQmod game that’d be great - I changed the create game limitation to just prevent people from having multiple games forming and not started at the same time.