DOOM for CS mods approaches ... again!

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

novapaddy

War-Father
103 Badges
Aug 26, 2009
8.904
1.314
  • The Kings Crusade
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Galactic Assault
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • Iron Cross
  • Lead and Gold
  • Legio
  • Arsenal of Democracy
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • Europa Universalis III Complete
  • Penumbra - Black Plague
  • Pirates of Black Cove
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Semper Fi
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron Anthology
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Deus Vult
  • Diplomacy
  • East India Company
  • East India Company Collection
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
Yes, great news that we are to have a new DLC due soon I hope?

But remember the last DLC, and the previous DLC? What happened back then?

LOTS of mods stopped working and we were left high and dry for days if not weeks on some of the most popular mods.

Remember?

I asked CO previously, why don't they organise the Steam Workshop properly as it would be a benefit to all the CS players. I even offered to do the work myself. Their answer was that this was the job of Paradox. They are the publisher.

Yes I can see that a lot of the features of the upcoming DLC are already working mods in CS. So it looks like they are incorporating the best mods into CS? Good, I hope the modders get rewarded for their creativity and skills.

BUT, about the upcoming disaster for the other mods. I mean if Paradox are now making millions, surely they can afford someone to organise the CS Steam Workshop?

Or do we just have to suffer AGAIN?
 

vukica

Field Marshal
53 Badges
Jul 29, 2015
3.915
1.754
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Campus
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • PDXCon 2017 Awards Winner
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
What exactly do you think can be done? Big mods have early access, and that's it. It's up to every modder to update their mods, if they want and when they want.

And if they don't want, well tough.
 

TinyWiking

Team Lead - Customer Support
Administrator
Paradox Staff
Moderator
87 Badges
Jul 1, 2015
3.535
3.485
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Limited Collectors Edition
  • Stellaris: Digital Anniversary Edition
  • Imperator: Rome
  • Tyranny - Tales from the Tiers
  • Haemimont Games Staff
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH: Flashpoint
  • Imperator: Rome Deluxe Edition
  • Steel Division: Normandy 44 Deluxe Edition
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Sign Up
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH: Heavy Metal
  • Crusader Kings III: Royal Edition
  • Victoria 3 Sign Up
  • Crusader Kings II: Horse Lords
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Warlock: Master of the Arcane
  • 200k Club
  • Europa Universalis III: Collection
  • Magicka: Wizard Wars Founder Wizard
  • Victoria 2 A House Divided Beta
  • Crusader Kings II: Way of Life
  • Humble Paradox Bundle
  • Magicka 2
  • Steel Division: Normand 44 Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • IPO Investor
  • Eugen Systems Staff
  • Steel Division: Normandy 44
  • Europa Universalis IV
  • PDXCON 2017 Gold Ticket holder
You need to understand that there are tens of thousands of mods and they are not created nor maintained by us. We give users the tools the need to create the assets but it's up to them to make sure it's up to date and maintained. We cannot do this as we simply don't have the manpower to check that each and every mod works with each update.

The bottom line is that mods are created by the community for the community and we are not able to take responsibility for their compatibility following updates, it's something each creator needs to do.
 

novapaddy

War-Father
103 Badges
Aug 26, 2009
8.904
1.314
  • The Kings Crusade
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Galactic Assault
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • Iron Cross
  • Lead and Gold
  • Legio
  • Arsenal of Democracy
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • Europa Universalis III Complete
  • Penumbra - Black Plague
  • Pirates of Black Cove
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Semper Fi
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron Anthology
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Deus Vult
  • Diplomacy
  • East India Company
  • East India Company Collection
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
What exactly do you think can be done? Big mods have early access, and that's it. It's up to every modder to update their mods, if they want and when they want.

And if they don't want, well tough.

You need to understand that there are tens of thousands of mods and they are not created nor maintained by us. We give users the tools the need to create the assets but it's up to them to make sure it's up to date and maintained. We cannot do this as we simply don't have the manpower to check that each and every mod works with each update.

The bottom line is that mods are created by the community for the community and we are not able to take responsibility for their compatibility following updates, it's something each creator needs to do.

A fully understandable point of view. Thanks for your reply.

I dunno, I just think CS must be nearly 2 years old soon? The base game is only good enough to play with the addition of mods and assets from the Workshop. I know this as I have 1000+ hours playtime with CS. It is the constant addition of "new things" which keeps me playing it. I'm sure this is the same for others?

Is the Steam Workshop some indefinite quantity that can be just constantly filled up? Does it have a limit? Are we approaching this limit?

Certainly CS is not going away. I'm sure I and you will be still playing it in years to come. Surely it is timely to just stop and have someone consider what can be done, if anything, to mitigate, or anticipate potential troubles ahead?

I'm only asking. Cheers.
 

vukica

Field Marshal
53 Badges
Jul 29, 2015
3.915
1.754
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Campus
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • PDXCon 2017 Awards Winner
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
Well top mods do have beta access, and those mods are updated within the hour.

Having older versions of the game available on steam would help, if you also had an efficient way of backupingup the mods for that version.
 

slornie

Lt. General
32 Badges
May 2, 2011
1.353
332
  • Majesty 2
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines Deluxe Edition
  • Sword of the Stars
  • Naval War: Arctic Circle
  • Cities in Motion
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Commander: Conquest of the Americas
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Cities in Motion 2
  • Prison Architect
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Age of Wonders III
  • Cities: Skylines
What exactly do you think can be done? Big mods have early access, and that's it. It's up to every modder to update their mods, if they want and when they want.
I've not really delved into the workshop/mods so this might already be a thing, but if not: version control.

When someone creates/publishes a mod or asset let/require them to specify which version of the game it is designed to work with (similar to the ability to specify required mods). When a new game update rolls around mods could be automatically disabled (user setting) based on the version mismatch until and unless they have been updated by the owner and/or are manually re-enabled by the player.
 

vukica

Field Marshal
53 Badges
Jul 29, 2015
3.915
1.754
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Campus
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • PDXCon 2017 Awards Winner
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
I've not really delved into the workshop/mods so this might already be a thing, but if not: version control.

When someone creates/publishes a mod or asset let/require them to specify which version of the game it is designed to work with (similar to the ability to specify required mods). When a new game update rolls around mods could be automatically disabled (user setting) based on the version mismatch until and unless they have been updated by the owner and/or are manually re-enabled by the player.

Unfortunately, that is not a thing. Best one can do is publish different versions of the same mod. Or mark it as "Obsolete"
 

Fred T

Recruit
10 Badges
Apr 5, 2015
9
4
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
BUT, about the upcoming disaster for the other mods. I mean if Paradox are now making millions, surely they can afford someone to organise the CS Steam Workshop?
I experience this as my biggest "issue" with CS today. The absolute non existing ways of sorting mods and assets. Both mine (that I subscribe to), and the ones in the Workshop. (I'm subscribing to over 100 pages of assets and mods and it's a hopeless job to try to get any kind of overview of them as it is now).

Another thing is the lack of linking "needs and relations" between assets, props and mods. For instance I would like to be able to see in which asset(s) a certain tree is used a s o. Just so you can sort things out and unsubscribe to props that's not in use at the moment. Etc etc.

Otherwise I'm very much looking forward to MT.

I hope the modders get rewarded for their creativity and skills.
Hear, hear!
 
Last edited:

jcitron

Major
28 Badges
Mar 10, 2015
543
208
  • Cities: Skylines Deluxe Edition
  • Stellaris
  • Cities in Motion 2
  • Cities: Skylines - Green Cities
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Prison Architect
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
I experience this as my biggest "issue" with CS today. The absolute non existing ways of sorting mods and assets. Both mine (that I subscribe to), and the ones in the Workshop. (I'm subscribing to over 100 pages of assets and mods and it's a hopeless job to try to get any kind of overview of them as it is now).

Another thing is the lack of linking "needs and relations" between assets, props and mods. For instance I would like to be able to see in which asset(s) a certain tree is used a s o. Just so you can sort things out and unsubscribe to props that's not in use at the moment. Etc etc.

Otherwise I'm very much looking forward to MT.

Hear, hear!

This is one of the issues I've had with the content manager from day one. Without knowing what dependencies and dependents are on each mod or asset, we end up with broken cities if something is removed, and worse if something is updated automatically and end up with a totally broken game.

In another program I use, there is an extensive content management system which can sort the local data and allow us to search out dependencies with each and every asset. There's also a fallback versioning system as well. An updated asset can easily be reverted to a previous version should an update break the content, and updating is done manually so we can control that rather than starting up the program and finding our content is now broken because an updated asset has been installed all without saying which asset was updated. There are also queries available for faulty or missing dependencies, and faulty assets in general so assets can be tracked down, replaced, and even repaired if possible.

Maybe I'm spoiled, but I find the CM implementation in Cities to be a bit limited as though I'm walking with one hand behind my back all the time as I try to carry a heavy load.