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4 years ago Feb 18,2021, 17:04:41 PM

Our Plans for Modding Tools in Humankind

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Modding has always been important to Amplitude as a way for our players to further customize their experience with our games. While the modding community for our previous games may have been small, they proved to be creative, and quite dedicated. Over the years since the release of our first game, we have seen many ambitious and remarkable mods, like A Galaxy of Endless Diversity for Endless Space 1, the Community Patch for Endless Legend, or Endless Moons for Endless Space 2, to name but a few. Yet most of these mods were made with relatively simple tools; a text- or xml-editor and copies of a few game files. Many modders must have spent many hours poring over those files, trying to understand their structures and connections and just what to tweak to get the effect they want.


With Humankind, we’d like to take the modding capabilities a step further. We’ve been thinking about mod support virtually since the beginning of the project, and put greater emphasis on providing our community with powerful but accessible tools. Instead of editing game data files by hand, modders will have access to a set of Unity tools based on the tools our own team uses to add content to the game. The AI will also be moddable, so it can be adapted to the new or altered content. On the other hand, if you don’t want to dive into modding technologies or cultures or the AI, you can grab the map editor and craft any map you want, whether it’s a recreation of a real area or a map for competitive multiplayer. 


As we are focused on improving and polishing Humankind first, unfortunately neither of these tools will be ready when the game releases. Still, some of you may already be asking “What can we do with these modding tools once they do release?” as ideas take shape in their heads. Quite a bit, actually, though some limitations will apply. 


When we first release the  Modding Tools, you will be able to: 

  • Change game values, e.g. for balancing, or to change or add new content, like technologies, civics, units, or even cultures. 
  • Change localization (Names, descriptions, event texts, tooltips) 
  • Reuse existing 3D and 2D assets for your new content 
  • Import 2D UI assets for new Content 
  • Change AI code (so it can take your other modded content into account) 
  • Create fixed maps (The Map Editor will likely be a separate tool)


We hope to add the following capabilities later, but they won’t be available at release: 

  • Import 3D assets like unit models or buildings 
  • Import materials or textures 
  • Create full scenarios



Frequently Asked Questions 

We've seen a number of questions come up many times on the forums, social media, or during streams, so here are some answers to the most frequent ones.


  • Will Humankind use the Steam Workshop?
    Yes, on Steam you will be able to share your mods through the Workshop. EDIT: As we want to offer multi-platform support for modding, we have pivoted to mod.io since this FAQ was originally issued. This will allow users outside of Steam to easily access mods, while offering Steam users a similar experience by using their Steam account to log into mod.io.
  • Will there be mods on Stadia?
    While it’s an interesting idea, mods support on Stadia is not something we can achieve on our own, so we cannot make any promises.
  • Will the Avatar be moddable?
    The Avatars will not be moddable, at least not at release, though this might change eventually.
  • Are game mechanics moddable?
    You won’t be able to alter game systems by changing the code, but you will be able to mod all values and content these systems interact with, which can have an enormous effect on how the game plays.
  • Will the game automatically download missing mods in multiplayer?
    We have not decided on this yet.
  • Can you mod the Tech Tree and add new eras?
    Yes, you can definitely change or add technologies. Unfortunately, adding entire eras will probably not be possible at release.
  • Can you mod the terrain?
    You will be able to mod the gameplay values of the terrain and the map generator weights, but you won’t be able to add new visuals at release (though we hope to add this possibility later.)



Tools, much like games, need to be tested and used to be improved. We’d like to know what you think of the modding tools, so if you want to take a crack at creating mods for Humankind, please contact us (by email to the address below or direct message), and we’ll reach out to you if you’ve been picked to help us test the tools.


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4 years ago
Feb 19, 2021, 12:02:23 PM

I have wondered about modding for quite a while now and am very glad to hear this. I cant wait to test the tools when they release and add some cool historical events.

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3 years ago
Aug 10, 2021, 8:58:43 PM

I want to do localization before the game comes out. 


Could you help?

Updated 3 years ago.
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4 years ago
Apr 19, 2021, 7:57:58 PM

Crossposted from the Amplitude Community Discord:

I've considered signing up for the modding program, but the devblog is scarce on details on what to send. Am I supposed to have preordered the game? Do I need to submit a sort of "resume"? Or do I just say the equivalent of "I want in"?


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4 years ago
Feb 25, 2021, 3:09:02 AM

These are great news and to me make the game interesting again. As it is described, there is a huge variety of things that we can achieve with modding which only adds to the replayability of the game.

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4 years ago
Feb 20, 2021, 6:12:24 PM

I have been talking about (Summary) using a prosperity model to allow towns to grow infrastructure organically (Ie without the player having to click build for EVERY single item built in every town, rather focusing on clicking to build things faster/earlier/ at greater speed/expense), and working the units defensive bonuses / temp-hitpoints as a bonus they receive for being on and consuming tiles that contain war supplies (constructed by towns and military infrastructure at the expense of prosperity directly rather than via the abstraction of gold/money) .

If such a system was not made standard, would mods eventually allow such full scale mechanical access for conversion mods?

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4 years ago
Feb 19, 2021, 5:19:09 PM

Awesome info! Thanks for sharing the mod plans for HK. I have a question that I haven’t seen a definitive answer for yet—how many players will be possible on one map? And can that number be modded? 

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4 years ago
Feb 19, 2021, 5:06:59 PM

That's pretty cool ! And the scope of moddable features is almost ... endless !


I'm pretty interested in localizations and map creation. Looking forward to see how it works !

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4 years ago
Feb 18, 2021, 5:15:27 PM

Nice! Really looking forward to the tools. The maps are so beautiful, I can't wait to get my hands on the map editor :D

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4 years ago
Feb 19, 2021, 10:24:02 AM
MasterPaw wrote:
Btw forgot to ask about how moddable UI is gonna be

I'm afraid UI falls under "code" rather than "game content," so it won't be moddable.


Falkner wrote:
a game either captures a modding audience on release or it never grows up later.

Remember, the tools likely won't be available at release. We'd like to have them then, but we already have plenty of work to do on the game still.

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4 years ago
Feb 19, 2021, 9:10:31 AM
  • Will the Avatar be moddable?
    The Avatars will not be moddable, at least not at release, though this might change eventually.

but but... WAIFUS?!
And what of the custom "factions" or "cultures"? I did not catch it while skimming so I wonder.
Updated 4 years ago.
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4 years ago
Feb 19, 2021, 6:03:50 AM

Definitely looking forward to mod support for localizing!

Also, multibyte character support and dynamic font support could make life so much easier for creating community translations.

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4 years ago
Feb 18, 2021, 8:22:47 PM

Excellent news !

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4 years ago
Feb 18, 2021, 7:54:02 PM

Thank you for starting work on this already! I know the temptation is great to "get the game right" first before adding mod support but a game either captures a modding audience on release or it never grows up later. Sad but that's how it works out. At least I have never seen a game that added modding support late ever get any noteworthy mods.


Myself, I'm the most novice of modders (basically fiddling with values in text files is my level of experience) but if the tools are simple enough, I'd give making a custom civilization a try!

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4 years ago
Feb 18, 2021, 5:27:07 PM

Awesome! I'm not much of a modder / user of mods, but I'd love to see it become easier so I can give it a try.

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