Am I understanding this correctly ?

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daagar

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I'd rather not have to rely on the author of 'Chripy Exterminator' or some-such to update his mod just so I can use it in-game (or any mod that works perfectly well in any version of the game thus far, without any update necessary - especially if that author is long gone from the game). There are excellent posts in the forums keeping track of what works and what doesn't, and a large majority of the mods are already updated where an update was required.
 
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jpinard

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Wow... this sounds quite different from when I played the game last time.

The problem is how the expansions work, they come too often, and are too small. It was the exact same way EU4 killed their modding community.

If modding is going to be successful, then it is important that it is not necessary to update them all the time. I would recommend in the short term to fix bugs, and creating new housing styles that customers can pay for. Then only every 1-2 year, release a big voluntary expansion. If you buy it, you get everything, if you don't then you keep your base game.

Same for CK2 as of late.
 
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slornie

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The problem is how the expansions work, they come too often, and are too small. It was the exact same way EU4 killed their modding community.

If modding is going to be successful, then it is important that it is not necessary to update them all the time. I would recommend in the short term to fix bugs, and creating new housing styles that customers can pay for. Then only every 1-2 year, release a big voluntary expansion. If you buy it, you get everything, if you don't then you keep your base game.
Actually, what you're describing wouldn't solve the issue at all. It's not specifically the DLC that causes problems with mods, it's the patch content as well. Every bug fix that CO makes has the potential to break something that some modder is using in their mod depending on how both are implemented. CO will test fixes against their own content in the game but they can't, and shouldn't be expected to, test that fix against every possible mod and combination of mods for possible consequences.
 

RaptorCommander

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I understand your point of view, I really do, but you need to understand that if we were to supervise and manage all the user made mods we wouldn't be able to do anything else. There are tens of thousands of mods in the workshop and for us to check they all work, well, it just isn't feasible. This is also why mods are optional, we never force anyone to use them.

Now, had we made it mandatory to use mod X Y and Z then of course we would have a responsibility to make sure they worked, however this isn't the case and therefore we are not going to take responsibility for mods and their compatibility. We simply don't have the manpower nor time.

I've had these discussions before, I worked for Blizzard and Wargaming in the past, and with updates and expansions popular mods tended to break and cause the customers frustration. But I think our community needs to understand that mods are not made by Paradox or Colossal Staff, they are made by the community and the author is solely responsible for updating them.

Really...that is not the most heartening response. Although I agree with you on the effort part...please at least consider half or small step solutions that may help the community.

Some things that the developer could lead with but wont have a continued drain on resources:
1. Ask (lobby) Valve to auto tag a mod with the current version of the game at the time of an update
- This is so a player can filter the work shop list by version type
2. Allow gamers to use old patch of the game (Just like paradox interactive studies does with EU4)
3. At game release post a mod naming convention that players can follow...but allow 'trusted' modders to change these rules with time.

Please, think of these and other 'small' solutions that will take on the issue one small step at a time. Eventually these small steps should solve the issue and avoid a massive 'waste' of developer time.
 

Falc

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It's pretty clear that Paradox' implementation of having mods specify which patch versions they are compatible with, was already a response to this issue. I would strongly recommend CO look into something similar.
 
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