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Modding in Endless Space 2

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9 years ago
Aug 10, 2015, 2:52:44 PM
Since the video from IGN clearly shows a "MODS" item in the menus, it think it's safe to assume yes.



BUT, the question is will ES2 support "real" modding vs. XML tuning...



- New 3D models

- Steam Workshop

- Ability to touch all parts of the game
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9 years ago
Aug 10, 2015, 4:24:28 PM
You already could include new 3D models, and very very few parts of the game were untouchable via XML editing.



Hell, XML tuning IS "real" modding.



Y'all are just lazy.
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9 years ago
Aug 11, 2015, 10:14:50 AM
Igncom1 wrote:
You already could include new 3D models, and very very few parts of the game were untouchable via XML editing.



Hell, XML tuning IS "real" modding.



Y'all are just lazy.




Can you create a fully functional faction with a new AffintyMapping? Can you create a 10-12 man galaxy map without getting UI errors? If not, no need to be a dick about it.
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9 years ago
Aug 11, 2015, 10:31:05 AM
it would be in general be nice to prepare the ui for 20+ players in game. just to be ready for mods
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9 years ago
Aug 11, 2015, 1:10:40 PM
rockmassif wrote:
Can you create a fully functional faction with a new AffintyMapping? Can you create a 10-12 man galaxy map without getting UI errors? If not, no need to be a dick about it.




You can create a whole new faction, not sure about the extra players.



And you sir need to not be so upset-able if I was supposedly a dick.



Because a small jab should not have cut you so deep.
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9 years ago
Aug 11, 2015, 1:44:43 PM
Igncom1 wrote:
You can create a whole new faction, not sure about the extra players.



And you sir need to not be so upset-able if I was supposedly a dick.



Because a small jab should not have cut you so deep.




No need to dodge a straight question. I specifically asked "Can you create a fully functional faction with a new AffintyMapping?" and you just say you can create a whole new faction. Yeah everyone knows that you can create a new faction if you use an existing AffinityMapping, problem is creating a new AffinityMapping for new factions.



You're just being a dick and a wise ass for no apparent reason. Calling people lazy and shit for requesting an easier and less time consuming way to mod the game.

Calling me sir and using a broken poetic language for the sake of being fake nice is hilarious by the way.
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9 years ago
Aug 11, 2015, 2:14:32 PM
rockmassif wrote:
No need to dodge a straight question. I specifically asked "Can you create a fully functional faction with a new AffintyMapping?" and you just say you can create a whole new faction. Yeah everyone knows that you can create a new faction if you use an existing AffinityMapping, problem is creating a new AffinityMapping for new factions.



You're just being a dick and a wise ass for no apparent reason. Calling people lazy and shit for requesting an easier and less time consuming way to mod the game.

Calling me sir and using a broken poetic language for the sake of being fake nice is hilarious by the way.




Well then, if you are going to blow a fuse when I actually answered your question then there really isn't any point in continuing.



I'm sorry I didn't answer your question in the way you wanted, and I'm sorry you are reading supposed attitude from text.



You should calm down dude, it's only a forum, and I'm only a single guy.
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9 years ago
Aug 11, 2015, 2:21:43 PM
Igncom1 wrote:
Well then, if you are going to blow a fuse when I actually answered your question then there really isn't any point in continuing.



I'm sorry I didn't answer your question in the way you wanted, and I'm sorry you are reading supposed attitude from text.



You should calm down dude, it's only a forum, and I'm only a single guy.




Sorry Igncom1 but rockmassif is right, (not about your dick aspect, though... ;p) I myself created a really large mod for ES and was really frustrated by the lack of capabilities, such as being unable to mod affinities or how hard it was to implement models (the only tutorial made about it was never finished and is hours long...).



Its even worst in EL... We modders are not lazy, at all, if we were, we wouldnt bother to share our mods to the community and you could go phoque yourself.

In that case, the devs are lazy to bring us proper tool to work with to make their game even better. Some games couldnt live without their modding community and this is what happened with ES (too many issues to fix, the dev never fixed them, the modders could have done it, if they could...)
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9 years ago
Aug 11, 2015, 3:06:37 PM
Fair enough, I found that with most of the games mechanics being in the XML files, that there was little you couldn't mod as XML is just a way of storing the pre defined data.



Also, modding affinities? What like faction affinities? I do belive they are easy to mod are they not? Or do you mean something else?
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9 years ago
Aug 11, 2015, 4:40:33 PM
Back on track - I think that having Steam Workshop integration at launch will be a huge boost to the modding community. It will be a huge green flag that the game is moddable, it will attract both people that like to tinker and players that just like to make use of mods. I know Nexus already has Endless sites but most players don't know about them.
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9 years ago
Aug 12, 2015, 1:47:24 PM
Igncom1 wrote:
Also, modding affinities? What like faction affinities? I do belive they are easy to mod are they not? Or do you mean something else?




I believe this whole disagreement stems from a misunderstanding. Rockmassif specifically brought up the AffinityMapping, which governs the 3D models used by the faction, not the gameplay effects of its affinity. Creating a new AffinityMapping was quite difficult or even impossible from what I remember.

However, I do agree that many affinities where easy to change, and within reason new affinities could be created. However, other affinities could not be changed. For example, I don't think it was possible to change the "no retreat" affinity of the Sheredyn, or the revealed galaxy of the Amoeba.





All that said, I do hope for stronger mod support. The ability to more easily integrate additional models and textures, to create new affinities that are more than variations on stat bonuses, and the ability to affect the UI to actually make use of such affinities.

Steam Workshop support would also be great and encourage modders to be more active, as well as players to try more mods.

And ideally, it would be possible to enable multiple mods at once. If the activated mods are not compatible, that's a problem for the user, and nothing Amplitude need to be concerned with.
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