Re: S2R+ | Mod Description
Further Explanations
In addition to other available info and also in regard of some occured questions (as kind of a mini FAQ).
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Focus:
The modification focusses on an altered gameplay, which exploits the moddability of the existing TWS2 vanilla system including the DLC's for the Grand Campaign, whereas considers realism in historical context of the concerning period.
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Non-focus:
The mod won't offer an accurate historical "simulation" of the period.
Also, it holds no intention to restructure the map, the starting situation or a relaunch of the building structure system of vanilla to make in example a TROM3-like recruitment system (but that nobody misunderstands: the TROM3 recruitment system is appreciated a lot, just not the chosen way). For S2R+, the unique recruitment/resources/buildings system is explained in particular in the Gameplay Hints thread.
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Open tasks, aka what won't be done:
My time to create the mod is limited. Thus the focus as described above.
That means, when version 3.0 is out (basicly the final version), the mod will be offered as is.
Updates of v3.0 might be done with further patches by CA and/or DLC's for the Grand Campaign.
The mod holds no changes in 2d/3d graphics (except as described explicitely), nor scripting (.lua) or startpos (.esf) changes, or modified traits and ancillaries (character development), or description changes (except for certain added units) and also no modification of the encyclopedia.
Those parts can be done, either by team members (possibly as official updates, if agreed by me) or by players (submods, if agreed by me) - anyways, such work is welcome, but shall be organised and offered at first within this S2R+ Org forum.
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Using certain mods on S2R+:
In this regard, a lot has been explained with the main release thread, and there is a separate thread for discussing those themes.
Just here once more hints in particular due to occured comments:
- Unit cards, here the vanilla unit cards grant a proper display for S2R+. If any issues occur with used unit card mods, then it is not caused by S2R+, while all unit card mods are technically compatible, but possibly need a customisation to work without any flaws. However, every unit card mod can be applied and the user will just see it ingame if there are any display issues. There is no other senseful answer.
Exception from the vanilla unit card "rule": S2R+ contains the AUM-Sho units, this is including the provided unit cards of that particular unit pack mod.
- Startpos or scripting mods, those can be applied, technically it is like adding them on vanilla.
If they make sense for the gameplay is a whole other question, but that won't be discussed, as it is no official option.
S2R+ is a concept modification, in other words: startpos or scripting mods, of course, will change the conceptual gameplay of S2R+.