Mod capabilities of expansion
Perhaps it would be usefull to make a wishlist of features that would improve RTW's modding capabilities in the expansion.
Some of the things I'd like to see are:
-Eras: the ability to choose between eras for custom/MP battles, just like in MTW. This would also make it possible to join modded MP games without having to restart the game(mod). Just loading a different export_descr_unit.txt file would do.
-better scripts functionality: scripts could allow a lot of freedom, but when loading a savegame they do not automatically start up (afaik), which is a pitty. Also, the ability to link building and unit availability to script variables would be great (allowing to make buildings & units available after a certain date or event)
any more suggestions ?
Re: Mod capabilities of expansion
Perhaps this kind of thread is now a bit futile, as I suppose CA have probably already considered most of what the expansion will bring (and they'll have us believe it's too time consuming and expensive to make other changes), but here's some of my suggestions:
I think what we would all basically like is more control over the game: from the bonuses and penalties that can be applied to buildings, provences and units, to the effects of fatigue, weather on weapons on the battlefield etc. We should be able to do more, and also have a lot more control over events without needing scripts running in the background. The list could go on.
I also think the modding community would be very grateful if CA would enable us to use much more of the Romeshell commands, particularly those that enable us to switch factions, autoplay the game and so forth. And also let us have the Campaign/Strategy Map editor. We know there is one - there are graphics for it and text already. That would make modding so much easier.
There's a load more things CA could do for the modders, but most of them I can think of at the moment basically boils down to the same thing: open up the game and let us have more control instead of there being so many hardcoded features.
Re: Mod capabilities of expansion
I definitely agree with the script functionality. IMO scripting is the next big thing for major mods - the only thing that's making them hold back is the auto-launch on reload and the inability to save whilst one is running. Without these restrictions it would be a whole new ball game.
Here are a few resurrected from the similar thread for the 1.2 patch.
I thought this first one one was especially good:
Quote:
Originally Posted by Suraknar
Adding an Overide Folder
That way we can Modify Various Scripts and facilitate Mod Distribution by simply placing files in the Overide Folder instead of rewriting the "Stock" files. Mod uninstall and exchange would also benefit from such a functionality.
Quote:
Originally Posted by MCT
I want the battle log files back (like in MTW).
They are necessary to import the result of the battle into external programs, for example a custom campaign tool.
Quote:
Originally Posted by a d banner
Allow the editing of campaign WIN conditions - ie, have to take 75 provinces or 100 provinces. This is important if a lot of provinces are added to the map.
Quote:
Originally Posted by khelvan
The ability to change the requirements for events, specifically the Marian reforms. The ability to add new events, with requirements we can define.
A few things I'd like (which you can give us now if you like)
- the spreadsheets for all the files that say - "this file was generated by a spreadsheet, do not modify by hand!"
- a list of the installed console commands and their parameters
A few things I'd personally like removed:
- The limits on RomeShell (why?)
- The hard-coded limit on descr_model_battle
- That AI factions have to own a province or they're destroyed
One thing that's entirely unrelated to modding, but I just want to get it off my chest:
- Biographical information for your characters & historical record of your faction, this would add hugely to the roleplaying element of the game. It wouldn't have to anything big, just something so when you clicked on one of your characters (even dead ones) we could see a file which simply said when & where he was born, came of age, when he was governor, where were his heroic victories, when did he pick up his traits. Fancy it up with a bit of colour text and you've got a virtual personalised Suetonius for every game. All this information is generated by the game anyway, it can't be that hard to keep a log of it!
Re: Mod capabilities of expansion
I reckon they should have an easy-to-use battle scripter. You're supposed to be able to do it but it's too trial and error type thing. A simpler one would be good.
Since they know the ins and outs of the engine they could incorporate naval battles.
The above are hopefuls as the thread suggests, but when the expansion comes out, I hope they have the above.
Re: Mod capabilities of expansion
Quote:
Adding an Overide Folder
That way we can Modify Various Scripts and facilitate Mod Distribution by simply placing files in the Overide Folder instead of rewriting the "Stock" files. Mod uninstall and exchange would also benefit from such a functionality.
I've never used it before, but isn't that what the -mod command switch does?
And of course I back the idea of scripting. Simply for a savegame to save the fact that it is running the script is plenty, it doesn't need to remember where it is in that script (those this would of course be excellent)
Re: Mod capabilities of expansion
the -mod command only works for certain files (only or mostly the txt files in the data folder), which might be enough for some mods.
I would like to allow players to choose what mod (or "era" if you want) to start without having to restart the game. That would really help making simple MP mods more popular. It was there in MTW so it certainly is possible.