Modding questions for IC devs (for future patches)

I'm asking these questions for the long term capability of modding based on updates from future patches, feel free to get as technical as you want about the reasoning.

I'm hoping for a direct response from the devs when they get time (once they've got all the launch issues sorted out) but also would like to put these ideas out here for the more serious modders to mull over and come up with their own engine capability questions and requests.

When we exceed 9 ships/buildings on any build list (or 5 on capital) the ships are not displayed on the page and no automatic scroll mechanism is available to allow us to select them. Is this just a UI issue with not having enough defined button ids or is this a hard limit for the current build of the game?

Is it practical to uncap the code to allow for more than 4 abilities and more than 3 weapon types (just allow the extra entries for mods, not saying the core game content has to be modified) I understand this is a memory limitation, but mods break those all the time :-p

If it is not possible to expand the ability count because of UI constraints can we have the number uncapped to allow 'always on' abilities to be active in excess of 4?

Is the game event system eventually going to be expanded to allow binding custom UI elements and unit/AI event handlers? (this is pretty important to allow us to build off the game and add new functionality, currently this system does not allow us to create this logic) I fully understand that the abilities system is flexible, but we can only instantiate and change the flags and capabilities that are provided in the code at a unit based level. (I'm thinking more of a lua or python binding) This would allow modders to build campaigns as well as more advanced trade and diplomatic interfaces etc.

what is the probability that phase lane control can be more tightly bound to the economy? (I'm thinking more of cutting off the flow of resources from blockaded worlds ala Company of Heroes) This would make trade ships and resource haulers crucial (as well as defending convoys)

Are their any phase lane specific attributes such as availability or speed modifier that could be exposed for modding?

What capabilities do we have with the current AI to change the pirate behavior? I would want to modify the target selection criteria (make them commerce raiders, hit small colonies and civilian ships)

Mesh animations? is the engine capable of them in its current form? (not talking about turrets)

Alpha textures on ships? does this require a custom shader?
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Reply #1 Top
Some of this would be very helpful to know. I would especially like to know about the alpha texture. One of the things for my mod needs to have alpha for the planet to hide portions of it in a sort of fog to make it invisible.
Reply #2 Top
Another question dealing with loading of mods

Currently if I create a new model or texture in the mod folder I have to have all of the models or textures in the mod folder for the game to load properly (I created a textures folder and put in my custom ship textures, the ship worked but the entire interface was without textures including all of the menus! If this doesn't get fixed then mods will be huge because they have to basically include all of the stock game. Unless I'm doing something wrong this seriously needs to get fixed for any mod that will have custom textures or models as the file size will be huge and the majority of the download redundant.
Reply #3 Top

Fixed in v1.03. It was mentionned in the modding package thread (along with some others).

Reply #4 Top
cool thx for the update
Reply #5 Top
A few more

Is there a hard limit on fighter types? will we be able to add more fighter types per capital ship in the future (I need at least the current 9 UI slots for my mod)

Creating new build capable structures with unique build lists?