lurchi -> RE: Modding and Modularity (7/31/2014 6:02:09 PM)
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ORIGINAL: Erik Rutins Hi everyone, Elliot and I have been discussing the new features we've added since the release of Universe and what the modding community is most interested in. We were wondering about the importance of modularity as brought up by Locarnus vs. the importance of just extending the possibilities of what can be modded. We are very much interested in your input to this discussion. Thanks in advance for your thoughts. Outsourcing various modding aspects to their own txt files is a good idea. Like the research order, racial restrictions, ship classes. This makes mashing up several mods and modding in general easier. No need to be obsessive, though. Too many files complicate things. There are more important things than modularity, though. Some areas are not open to modding at all. The settings for ship behaviour (attack range), ship classes and component settings (tractor beam push or pull) in the templates come to mind. Or the completely missing templates for world destroyers. Or the ship classes themselves. Also some restrictions are way too harsh, like the max number for components and races. I think more modding is more important than more modularity. Or in other words: More modding is more important than easier modding. The developers can only invest so much time and while more modularity is nice to have it's not a must have. I finish with what I mentioned above in the order of importance (IMHO): 1) Raise max component numbers 2) Allow ship behaviour and component settings in the templates 3) Raise max race number and maybe other easy to raise numbers like facilities and governments 4) Add missing worlds destroyer templates (not needed if 5) happens 5) Allow ship class modding and template creation 6) Outsource already existing modding aspects to their own txt files
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