1.03 and Modding

A couple questions...

1)  Will there be any increased modding functionality included in 1.03 or is that slated for another patch?  If so, any idea when?

2)  Will 1.03 likely 'break' all the present mods?  How long or extensive will the 'repairs' likely take?

3)  Are any modders involved in the beta patch process?  Have they been allowed a preview in order to test their mods with the upcoming patch?

Thanks,

Javaslinger
7,891 views 15 replies
Reply #1 Top
#2 is my concern. Hopefully they don't change the format of things, if they don't, current mods *should* be ok.

I've modded several games before, that needed to have their mods re-modded for every patch. It's a huge pain in the ass, but there's not a lot you can do about it.
Reply #2 Top
1.03 shouldn't break any mods :)

There won't be any additional functionality, IC is trying to get the patch and demo out and then we'll get our completed tools and such :)
Reply #4 Top
I think the worst it might get as far as patching and mods go is the addition of new strings to English.str, requiring modders to use the new file and append strings from their mod.

Obviously any entity stat changes and the like also won't automatically be in the mods since they use separate entity files.

The string file would cause mods to crash but is very easily tweaked when needed, and other than that there shouldn't really be core engine changes that would make mods stop working all of a sudden very often, if at all.
Reply #5 Top
Biggest change i'm looking forward to, is the removal of the requirement to copy all the stock textures into the mod folder. There's a lot of stuff currently in our Trek mod that are totally unrelated to Trek itself :P
Reply #6 Top
dark they said multiple times that 1.03 fixes that issue. They said that 2 weeks ago and a few other times, latest time was in reply 89 in the preview thread.
Reply #7 Top
dark they said multiple times that 1.03 fixes that issue. They said that 2 weeks ago and a few other times, latest time was in reply 89 in the preview thread.
End of quote


All he said was that he is looking forward to it thus glad they are making that change because it's a pain at the moment to make a mod that starts off at over 1gb before you start anything.
Reply #8 Top
1) Will there be any increased modding functionality included in 1.03 or is that slated for another patch? If so, any idea when?
End of quote


I certainly hope it's 1.03. The limits right now are painful.
Reply #9 Top
All he said was that he is looking forward to it thus glad they are making that change because it's a pain at the moment to make a mod that starts off at over 1gb before you start anything.
End of quote


ah I guess your right, I thought he meant that he was looking forward to when they change it in a future patch and maybe wasn't aware that 1.03 has that change. I just mentioned the multiple times and the latest reply, so he can be sure and check himself if he didn't believe me, but I guess he knows himself so nm.

one more thing they stated, is that they working on fixing the UI issue preventing us from adding more ships/cap ships to factories, but Im not sure if they meant it will be fixed in 1.03 or 1.04. (the post was a small post from like 13-18 days ago)
Reply #10 Top
Biggest change i'm looking forward to, is the removal of the requirement to copy all the stock textures into the mod folder. There's a lot of stuff currently in our Trek mod that are totally unrelated to Trek itself
End of quote


Will it also be possible to make a mod out of the "Gameplay.Constants" file without having to copy the whole "GameInfo" folder to your mod folder? And/or also with sound files?
Reply #11 Top
Does the game update on its own? Or do i have to start the stardock software?
Reply #12 Top
#2 is my concern. Hopefully they don't change the format of things, if they don't, current mods *should* be ok.I've modded several games before, that needed to have their mods re-modded for every patch. It's a huge pain in the ass, but there's not a lot you can do about it.
End of quote


like company of heroes and its 2.X patches and opposing fronts expansion.

the new copy protection system they implemented literally destroyed every major mod out there, so people with the original can patch to 1.7 and still use mods but nod play online, and people who bought the goty edition are completely boned.

all the mods had to be redone and many didn't even bother.

as long as that doesn't happen, patches are a good thing.
Reply #13 Top
Tell you what else I'd also like, a proper path to the saved data - eg mods etc. Where it goes now is really annoying. Vista has a better place to put these things, in documents/games/blah. That's where it should go as per the Games for Windows style guide.

Can you actually create a mods dir in the sins install folder instead? That'd be something at least.
Reply #14 Top
Can you actually create a mods dir in the sins install folder instead? That'd be something at least.
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You can create an mod folder in your sins folder but it woldn't be recognized by the program...
BUT i think you can replace the C:windows/user..blabla.../Ironclad games folder with a link? shortcut? (don't know the English word used...) pointing to the folder you like(a not hidden would be nice for instance...)
Reply #15 Top
Hmm, na doesn't work. This numb program creates the user-folder anew on every startup...