Modding Capability? (Full Version)

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glumbumazn -> Modding Capability? (10/21/2013 2:03:09 AM)

Hey guys!
Just got into DW. Looked into modding.

Where are the core game files? The mechanics? calculations? I can't seem to find them.
As of now, almost all the mods I've found on the internet are either adding/changing races, ship families and other simple "mods". Hardly anything more than just a new paint covering on the original.

I want to know how to change the game mechanics like pre-requisites, fighters & bombers don't need a fighter bay (or increased fighters per bay), ship speed, damage calculations, damage radius (if there is any). Stats.

In all honesty, I haven't found one REAL conversion of this game nor have I found a modding guide that gives examples even close to what I want to change.

And NO, the "modding guide" is not actually a guide for "modding". It's a guide for changing pictures and basic text editing that is almost completely useless for people looking to change game mechanics.

I'd be glad to hear if someone has figured out how to change those.




CyclopsSlayer -> RE: Modding Capability? (10/21/2013 7:16:24 AM)

They are currently working on what sounds like this...

http://www.matrixgames.com/forums/tm.asp?m=3426398




Fenrisfil -> RE: Modding Capability? (10/21/2013 9:19:58 AM)

Well maybe. We don't really know yet what it involves except that it is largely geared towards the mod community.

At the moment the simple answer is you can't do it, which is why no mods like that exist. You cannot change core game mechanics or even create events or a story arc (something I do suspect the new expansion will allow), so everything is ultimately a makeover. Doesn't mean they aren't fun and the race/policy files do at least allow you to create different species personality rather than just whacking pictures over a vanilla personality.




Cardassian_Union -> RE: Modding Capability? (10/21/2013 4:53:22 PM)

just, waiting for next Expansion! [8D]




SpeedyGonzales -> RE: Modding Capability? (10/23/2013 8:34:48 PM)

glumbumazn, I agree with you. In such type of games there need a LOT of modding options. This sh** continues from release date of original Distant Worlds and no one wants to fix it[:(]. We need to do something, not just sit and wait for another expansion!




Schumann -> RE: Modding Capability? (10/24/2013 11:00:33 PM)

IMHO, level of modding you mean is quite tricky to do right for a game of such massive scale, both complexity and performance wise, especially when it was not taken into account during the initial design stages. Also, not sure if it's 100% the case here, but considering the game was written in C# using OOP techniques, it could have been easy to fall into a trap of fast and easy implementation of numerous extra features over and over on top of a 'weakening' core (kinda like feature/class creep I'd say). Developers must be in a middle of a real refactoring hell at the moment, I imagine. ;-)




clone61279 -> RE: Modding Capability? (11/14/2013 2:10:32 AM)

Modding is simple for this game. I honestly don't understand what the issue is. The game engine is solid. I can run this game for hours on a 5 year old laptop, that went to Iraq, got sand-blasted, heat-scorched, dust-infused, and then back to the States. And actually, anything that changes from the basic release of a game is still a mod.




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