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Possibilities of modding

 
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Possibilities of modding - 1/4/2012 9:10:48 PM   
Shuul

 

Posts: 133
Joined: 2/16/2011
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Hey there!
I really want to create a mod, but for this i need to know if i can edit few things:
1. Add new techs to research tree/weapons/ship components.
2. Change mechanics (like formula for weapon damage, accuracy, economy formulas for trading etc)
3. Add new races (not to change old ones)
4. Add more different fighter/ship type or change their behavior.

If i cant do at least first 2 of them, then modding of this game is dead for me (but not the game itself, its awesome )

< Message edited by Shuul -- 1/4/2012 9:13:23 PM >
Post #: 1
RE: Possibilities of modding - 1/4/2012 9:44:52 PM   
Nedrear


Posts: 702
Joined: 10/29/2011
Status: offline
Soft Coded

No
No
Yes
No

Hardcoded

Yes
Yes
No
Yes

You rather not start with the code files.

< Message edited by Nedrear -- 1/4/2012 9:45:08 PM >


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RE: Possibilities of modding - 1/4/2012 9:55:55 PM   
Shuul

 

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Joined: 2/16/2011
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I thought DW has more modding capabilities

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Post #: 3
RE: Possibilities of modding - 1/4/2012 10:59:17 PM   
Nedrear


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Joined: 10/29/2011
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Not in the way the engine works, only for the content.

Three points like tech trees, ship classes or parameters are not content, but engine. If you change that the AI would be totally messed up. After all it's not really artificial, but a virtual simulation of an intelligence. It works on routines which are going to hell with different parameters for weapons or new techs. The VI would simply build nonsense based on old data.

You can add races, give them unique characteristics etc. They are the main part of the game after all.

You can further change the name of resources or renew the description of races. Though you need to make a new folder for that... or take a backup of the core files.

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RE: Possibilities of modding - 1/5/2012 8:41:31 AM   
Arcatus


Posts: 197
Joined: 1/2/2012
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quote:

ORIGINAL: Nedrear
(snip..)
You can further change the name of resources or renew the description of races. Though you need to make a new folder for that... or take a backup of the core files.


Nice, I didn't know you could do that. Could you point me in the right direction please?

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Post #: 5
RE: Possibilities of modding - 1/5/2012 9:26:07 AM   
Nedrear


Posts: 702
Joined: 10/29/2011
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I do that for my Galactic War II mod, exchanging Gold as a strategic resource and putting it into luxury. The new electrical resource is supra mechanical Aluminium. Or I put oil instead of polymer. To do that you need to replace the resource pictures according to the resource in the image/ui/resource and change the name of the resource in the game text file. After that you should use a MHTML editor to change the Galactopedia regarding that resource in the help folder.

quote:

ORIGINAL:  Nedrear

Full list of the GW II resources:

Strategic

Steel
Carbon Fibre
Lead
Helium
Titan
Caesium
Molybdenum
Deuterium
Tritium
Oil
Stardust
Yvoa Crystal
Helios Crystal
Vulcan Crystal
Aluminium
Nitrogen
Radon

Luxury

Gellaune Algae
Wurlimier
Exotic Seafood
Pressura Pearl
Jade
Bolma Ale
Paleowood
Gold
Grinoir Plume
Ekarus Meat
Chockfield Berry („Britian“ Berry)
Terthterna Marble
Dune Skin
Labirite
Cactaceae
Terallion Down
Hydromethane
Vodkol
Bolaria Diamond

Special

Rainbow Gems
Korribean Spice
Jenther Silk
I will start to create the ressource pictures tomorrow.


You can actually edit everything in the game if you leave the engine alone. You can further rename the technologys as such. Everything lies in the game text file. Since this is no customization part as a theme it will affect all themes. Therefore take a backup!

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RE: Possibilities of modding - 1/5/2012 11:52:25 AM   
Arcatus


Posts: 197
Joined: 1/2/2012
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Awesome.

Many of the resources never made sense to me, so I begun to rewrite the descriptions after you nudged me in the direction of the mhtml files a few days ago. Changing the names and descriptions is even better 



(in reply to Nedrear)
Post #: 7
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