Logo Platform
logo amplifiers simplified

GROUND ZERO: IMPROVE MODDABILITY - best modding tools

Reply
Copied to clipboard!
10 years ago
Jun 27, 2015, 2:31:33 PM
I'm seeing here that most suggestions people are making (some of mine included) should be placed as MODS, not as canon game features.



I've tried to see how could I implement some of my suggestions as a MOD... Mainly thinking about the revolts/uprising mods, and implement some of BPrado ideas. But I'm stumbling on many issues:



1) Limited diagnostic tools (or maybe poorly documented diagnostic tools? )



2) No way to change the user interface . Sure, we can add new cute pictures for the factions, hero portraits, new buildings... But not relevant changes. For example, I want to show an extra icon at the city name tile (see https://www.games2gether.com/endless-legend/forum/6-game-design/thread/3513-revolts-and-uprisings-or-how-to-make-the-warmonger-s-life-more-difficult )... And I have not seen a way to do that...



3) No way to see what is going on. One of my suggestions's trickiest part is to track variables that doesn't belong to any major empire... And it seems that the Simulator debug mode doesn't have a clear way to change to the game root and then traverse to the different empires / minor villages / gameplay variables... This is a ZERO suggestion: I believe this *should* be quick to implement, and would provide huge benefits... It would give the modder a full view of what is going on...



To have an active modders community is the most sure way to provide games a very long life. Take Skyrim; take Civilization V... By the heck, I have even Civilization IV installed at my machine due to a Dune total conversion mod... And the Sid Meyer's Colonization (the Civ4 version) due to yet another total "fix" mod.
0Send private message
10 years ago
Jun 28, 2015, 12:13:33 AM
Ye, I think this game really need an improved modding support so it can lives longer than its supposed (like Skyrim and Civ 5).



I've tried many times to make some cool mods but in fact it "changes" nothing much, its just polishing some things for my personal tastes (unlocked weapons, more models in units..)



That would be a great improvement and it is now about to become something necessary !
0Send private message
10 years ago
Jul 18, 2015, 1:36:00 PM
I would love to see greater modding support myself, but I am not sure how much is possible. The examples Kingsguard gives are both games that run on proprietary engines owned by the dev/publisher, so they are free to do what they want. Endless Legend runs on Unity, so there may both be legal slings as well as technical issues.



At the moment, I would settle for a way to adjust the scale of individual weapon types across the board or per model, so that I could create proper pikes or tower shields using the existing models. It would also be great if all models were ready to use both melee or ranged weapons, but that'd probably be quite a bit of work for the animators.



However, the poor diagnostics tools are indeed almost a dealbreaker for me as well. I have been trying to mod a few things, but very often my attempts boil down to trial and error since I can not get proper diagnostics. It's next to impossible to tell if a change to a weapon ability actually works or not, or the UI is buggy and not displaying the proper information.
0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message