[Question] What Have We Confirmed Trying to Mod?

Discussion in 'Mod Discussions' started by thetrophysystem, September 25, 2013.

  1. thetrophysystem

    thetrophysystem Post Master General

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    This isn't asking for details or "trade secrets", but as I look at modding, both from a maker perspective and a fan-of-player-mods perspective, I feel like I want to know more about what has been achieved so far by playing with game files. I did not list this by what I need to make a mod, I listed these by things I would think people would need to be able to play with inside-file to create beneficial player modifications.

    So, with a vague an answer as "Yes" being allowed, anyone can post if they have done anything torwards editing game files a certain way. Or, you can volunteer parts you have edited to us. This isn't so much about how it was edited or "what cool thing you did or made", so much as claiming success in editing files.

    Also, with no server to run things on, I know most of files edited are hypothetical, because they can't be ran. I plan on if I start my own mod soon, I will mainly try to hypothetically build as much as I can and just go back to fix anything that didn't work as attempted.

    Has anyone had any luck with in-game models?

    Has anyone had any luck with modifying unit information or default settings for units?

    Has anyone had any luck with adding new units to the game?

    Has anyone had any luck with adding new information to the interface?

    Has anyone had any luck with condensing the existing interface so you have some things you can click on always at the ready instead of having to dig through selections for it, for instance a button to select certain units or having all the commanders build options show even when no units are selected?

    Has anyone had any luck with compiling save games to be replayable for the save indefinitely, as if a tutorial or campaign mission start?

    Has anyone had any luck with dynamic save games, ones where you can start partially progressed from a point you were on during a save?

    Has anyone had any luck with partial saves? Where they start off where they were during a save, but other things are barren?

    Has anyone had any luck with cinematics or cutscenes? Any kind of video clip to play mid-game?

    Has anyone had any luck with custom audio in-game? Background music, event music, or sound effects for units and weapons?

    Has anyone had any luck with changing or adding game controls, ones that change your imput thru to the game?

    Has anyone had any luck with editing the AI logic, both on the what units decide to do when given orders by the player side, or the what the computer opponent decides to do to play it's own game?

    Has anyone had any luck with changing or adding controls for units in the game itself, such as units having a useable ability or different attacks or different forms of movement like rolling to sliding that are toggled by a button?
    Last edited: September 25, 2013
  2. Raevn

    Raevn Moderator Alumni

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    Yes - See the following:
    This requires access to the server, but is quite easy to do.

    This requires access to the server, but is quite easy to do.

    Yes, depending on what's available from the server - the server only supplies limited information to the interface at this stage regarding what is happening in-game.

    Information on selections is currently limited; the server does not provide full information

    Needs server access, possibly isn't even implemented yet.

    Needs server access, possibly isn't even implemented yet.

    Needs server access, possibly isn't even implemented yet.

    Most things possible via HTML are possible on the interface, so Youtube clips etc. can be used.

    Have tried, hard, to achieve this, but no luck so far - https://forums.uberent.com/threads/reference-audio.48452/

    Yes, there are some mods already available that do this.

    Need server access to modify units.
  3. thetrophysystem

    thetrophysystem Post Master General

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    First, I believe I know people were able to change a unit's build knowledge pre-patch, where fabbers could directly build another fabber and such, so I know that is possible serverside now.

    Secondly, I know a lot of that other stuff needs server, but I was asking if anyone found or played with files that theoretically if read server side would give the desired change.

    Thirdly, I added AI logic to the list. That is a big question in the forums, if AI logic will be player moddable, where players can give AI opponents desire to rush air or land based on preference or his analysis of countering his opponent's units, or if players can make units automatically want to kite?
  4. SXX

    SXX Post Master General

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    As long as I know Uber already fix that. It's was possible because lack of server-side check for that. :)
  5. Raevn

    Raevn Moderator Alumni

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    You can change the UI to make it appear that units can build different things to the standard install, but the server will now reject invalid build requests (it didn't use to, which is why you could change them earlier)

    For unit-related changes, planet types and several other things, the files & attributes needed are well known and documented - see https://forums.uberent.com/threads/pa-modding-reference-guides-applications-tools.48136/

    The AI logic (other than what to build when), is all server side and we do not have the files for these (or they are hardcoded). We have some configuration files outlining build priorities though.
  6. thetrophysystem

    thetrophysystem Post Master General

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    I noticed that. Someone said they noticed configs outlining the AI's priorities when it plays as opponent. Since that and basic basic unit command and target sending are all the current AI opponent is capable of doing, I was wondering if this in fact would be the eventual place these files would go. I am sure some people planning having multiple files for personalities of AI and editing the files to be intelligent against the human players. EDIT: I just looked at some AI configs, it is interesting what they have implemented to keep the AI knowing his own economy and what he can and cannot afford. That has got to be the most complicated part, the AI knowing how to manage an economy as well as a human, how heavily to assist and when to stop before going negative and all.

    Also, thanks for the resources. I generally was planning to make a larger mod, so I was going to start what I could early. I generally have an idea of what strategic icons will have to be even, so while I test play it in my head, I will design strategic icons and stuff to go with the units I encounter in my mental simulation of my future mod. Even standalone, my strategic icon mod could do things such as use unique identifiers to tell players quickly that the unit is a bot/air/naval/vehicle, the unit's type of weapon, and the team and player-color. Generally because related to my mod, I will need strategic icons that have unique combinable identifiers to show the unit body-type, weapon-type, faction-type, and player-color.
    Last edited: September 25, 2013

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