Sid Meier's Civilization VI

Sid Meier's Civilization VI

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KrumStrashni May 31, 2021 @ 1:47pm
[NFP] [1.0.12.9] CIV 6 Graphical Asset Limit Persists: Firaxis Please Help !! Users Advised To Turn Off DLCs To Play
Dear Firaxis,
Dear Devs,

This is the second time we turn to various online channels to urge action about an issue many in the community experience.

It was first reported on the Civfanatics forums (CFC) back in Feb 2021.

This is about severe game-breaking graphical artefacting and crashes caused by what appears to be a limit on graphical assets in the game engine, when using Warfare Expanded mods which have introduced cultural variation on grand scale to Civ 6 - a project in development for some years now.

The issue appeared after the first NFP updates and most notably, the 24 Sept 2020 one. (Before we had updated our mod at the time)

After several recent updates, the issue still persists and has even gotten worse with the expansion of our modding work.

We have been digging into the problem (our team and other community members) and have been unable to find a solution.

The only thing that works is for users to stop using DLC content to be able to run Warfare Expanded mods and other graphics-loaded mods like City Styles or Urban Complexity, etc.

For the moment we are advising players who are keen on our modding work (several thousands of followers) to cut down on usage of DLCs for which they have paid in order to continue using their favourite mods.

Please take the time to realise that this is not a healthy situation for players and customers.

Firaxis had been kind to modders and opened the opportunities for us to add content to the game series we all love.

For this we are grateful, but we fail to understand why no effort is made to address such heavy game-breaking issues which have been reported not once, not twice on the CFC forums and other relevant places.

We implore you therefore to help us save years of our work and time that went to modding your game. Allow us to stop advising fans of your work and the Civ series, paying customers, to stop using official content to be able to play mods.

Thank you very much.

Gratefully,

Team behind Warfare Expanded mod family


*This was originally posted on the CFC forums here: https://forums.civfanatics.com/threads/1-0-12-9-graphical-asset-limit-persists-firaxis-please-fix.670516/

*It is also on Reddit: https://www.reddit.com/r/civ/comments/nmzaji/10129_civ_6_graphical_asset_limit_persists/?sort=new

*Show support here too: https://www.reddit.com/r/civ/comments/n698td/thank_you_from_firaxis/h00995l?utm_source=share&utm_medium=web2x&context=3

*Older post on Steam here: https://steamcommunity.com/app/289070/discussions/3/3106891514121313746/?ctp=3
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Showing 1-15 of 16 comments
grognardgary Jun 1, 2021 @ 6:53am 
Originally posted by Malata Societa' Official:
Originally posted by KrumStrashni:
Dear Firaxis,
Dear Devs,

This is the second time we turn to various online channels to urge action about an issue many in the community experience.

It was first reported on the Civfanatics forums (CFC) back in Feb 2021.

This is about severe game-breaking graphical artefacting and crashes caused by what appears to be a limit on graphical assets in the game engine, when using Warfare Expanded mods which have introduced cultural variation on grand scale to Civ 6 - a project in development for some years now.

The issue appeared after the first NFP updates and most notably, the 24 Sept 2020 one. (Before we had updated our mod at the time)

After several recent updates, the issue still persists and has even gotten worse with the expansion of our modding work.

We have been digging into the problem (our team and other community members) and have been unable to find a solution.

The only thing that works is for users to stop using DLC content to be able to run Warfare Expanded mods and other graphics-loaded mods like City Styles or Urban Complexity, etc.

For the moment we are advising players who are keen on our modding work (several thousands of followers) to cut down on usage of DLCs for which they have paid in order to continue using their favourite mods.

Please take the time to realise that this is not a healthy situation for players and customers.

Firaxis had been kind to modders and opened the opportunities for us to add content to the game series we all love.

For this we are grateful, but we fail to understand why no effort is made to address such heavy game-breaking issues which have been reported not once, not twice on the CFC forums and other relevant places.

We implore you therefore to help us save years of our work and time that went to modding your game. Allow us to stop advising fans of your work and the Civ series, paying customers, to stop using official content to be able to play mods.

Thank you very much.

Gratefully,

Team behind Warfare Expanded mod family


*This was originally posted on the CFC forums here: https://forums.civfanatics.com/threads/1-0-12-9-graphical-asset-limit-persists-firaxis-please-fix.670516/

*It is also on Reddit: https://www.reddit.com/r/civ/comments/nmzaji/10129_civ_6_graphical_asset_limit_persists/?sort=new

*Show support here too: https://www.reddit.com/r/civ/comments/n698td/thank_you_from_firaxis/h00995l?utm_source=share&utm_medium=web2x&context=3

*Older post on Steam here: https://steamcommunity.com/app/289070/discussions/3/3106891514121313746/?ctp=3
many development houses immediately release patches for their games especially when problems are reported to the games,
this is the only development house I have noticed that doesn't give a damn about the reports and follows only its one-sided vision
and then they waste time being cool and funny on youtube .....
#JUST ONE MORE... SHAME!!!!!
You will note they said they have tried to do just that but have been unable to find a solution thus far. Note as far back as civ Test of time it was possible to lock up the game buy having more units that the AI could keep track of
Druid Jun 1, 2021 @ 6:54am 
This is disappointing to say the least. The game is so much less enjoyable with Warfare Expanded mods turned off. I refuse to buy any more Firaxis products until they fix this. To be honest they should have integrated these mods years ago instead of adding more Civ Leaders and raking in the $$$.
KrumStrashni Jun 1, 2021 @ 11:03am 
Originally posted by grognardgary:
Originally posted by Malata Societa' Official:
many development houses immediately release patches for their games especially when problems are reported to the games,
this is the only development house I have noticed that doesn't give a damn about the reports and follows only its one-sided vision
and then they waste time being cool and funny on youtube .....
#JUST ONE MORE... SHAME!!!!!
You will note they said they have tried to do just that but have been unable to find a solution thus far. Note as far back as civ Test of time it was possible to lock up the game buy having more units that the AI could keep track of

Where was it they said they tried to fix that issue?
grognardgary Jun 1, 2021 @ 7:41pm 
Originally posted by KrumStrashni:
Originally posted by grognardgary:
You will note they said they have tried to do just that but have been unable to find a solution thus far. Note as far back as civ Test of time it was possible to lock up the game buy having more units that the AI could keep track of

Where was it they said they tried to fix that issue?
6th paragraph down...
KMABoss Jun 2, 2021 @ 2:29am 
Originally posted by grognardgary:
Originally posted by KrumStrashni:

Where was it they said they tried to fix that issue?
6th paragraph down...

That was the modders, not Firaxis.
tulle040657 Jun 2, 2021 @ 3:45am 
It is not Firaxis' job to make your mods work. Engines have limits, the mod maker has to make the mod work within those limits.
KrumStrashni Jun 2, 2021 @ 4:06am 
Originally posted by tulle040657:
It is not Firaxis' job to make your mods work. Engines have limits, the mod maker has to make the mod work within those limits.

Limits came after patches, without a warning...ditching modders on the way.
tulle040657 Jun 2, 2021 @ 4:09am 
Originally posted by KrumStrashni:
Originally posted by tulle040657:
It is not Firaxis' job to make your mods work. Engines have limits, the mod maker has to make the mod work within those limits.

Limits came after patches, without a warning...ditching modders on the way.
The limits were always there, some of the DLCs used some of it and now you have less available for your mod. You have to find a way to write your mod using fewer assets
KrumStrashni Jun 2, 2021 @ 4:55am 
Originally posted by tulle040657:
Originally posted by KrumStrashni:

Limits came after patches, without a warning...ditching modders on the way.
The limits were always there, some of the DLCs used some of it and now you have less available for your mod. You have to find a way to write your mod using fewer assets

Even if this is the case...we still need some guidance, as to what this limit is? Is it asset count? Is it textures? Is it polygons? Is it BLP or Artdef length? What exactly to address for a fix?
Gedemon Jun 2, 2021 @ 4:57am 
Originally posted by tulle040657:
Originally posted by KrumStrashni:

Limits came after patches, without a warning...ditching modders on the way.
The limits were always there, some of the DLCs used some of it and now you have less available for your mod. You have to find a way to write your mod using fewer assets
it seems unlikely, IMO they did some optimization that lowered the max number of assets the game can handle, similar to the way the map size limit was lowered with a patch long before new effects were added.
KMABoss Jun 2, 2021 @ 6:42am 
The limits can be adjusted through modding, it's just a matter of finding someone to write the code.

I have pasted the whole '.dll' code for an 'unlimited tree' mod used in Cities: Skylines, on Civ Fanatics for anyone and everyone to see - Unfortunately I don't understand the code.
Gedemon Jun 2, 2021 @ 7:27am 
Originally posted by KMABoss:
The limits can be adjusted through modding, it's just a matter of finding someone to write the code.

I have pasted the whole '.dll' code for an 'unlimited tree' mod used in Cities: Skylines, on Civ Fanatics for anyone and everyone to see - Unfortunately I don't understand the code.
that's not the code, that's the compiled DLL in text format.

but even if you get the source code of that mod, civ6 doesn't use the same framework as city SL, it doesn't compile/load DLL from mods, and it's not the same kind of limit issue AFAIK.
KMABoss Jun 3, 2021 @ 5:57am 
Originally posted by Gedemon:
Originally posted by KMABoss:
The limits can be adjusted through modding, it's just a matter of finding someone to write the code.

I have pasted the whole '.dll' code for an 'unlimited tree' mod used in Cities: Skylines, on Civ Fanatics for anyone and everyone to see - Unfortunately I don't understand the code.
that's not the code, that's the compiled DLL in text format.

but even if you get the source code of that mod, civ6 doesn't use the same framework as city SL, it doesn't compile/load DLL from mods, and it's not the same kind of limit issue AFAIK.

Fair enough. I'm just looking for solutions that don't rely on a company that really, as seen often enough, doesn't really give a stuff about it's customers, including those who have spent countless hours helping make it (the game), a better experience for all.
Hatsune Miku Jun 4, 2021 @ 8:43pm 
The civ series has always had issues like this, if anyone can remember the short lived Call to Power series..that had some very major gamebreaking bugs and unit limit was one of them which would cause the game to become unstable and corrupt the save game entirely.
-=Maure=- Jun 4, 2021 @ 10:24pm 
Yeah, I'd much prefer they use their apparently very limited development resources on making the AI competent for at least one or two of the various modes they've introduced, or just competent in warfare in general, or just anything to do with the AI really, or even just releasing DLL access to allow modders to do their work for them.
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Date Posted: May 31, 2021 @ 1:47pm
Posts: 16