Entrenchment Uptake?

Hey folks,

I've seen one or two comments around that if you don't have Entrenchment, you're all but out of multiplayer. But does this qualify for the modding side of things too? Just how many folks have Entrenchment - and if a mod is being made, should it work in both Entrenchment and Vanillia? I've rapidly realised the two are hard enough work to maintain seperately that it may be unwise to limit a mod one way or the other unless it was worth/not worth it to have two.

Thoughts? I'm mostly after a feel of feedback, here.

6,909 views 8 replies
Reply #1 Top

Well most mods now are being made are made for entrenchment

and on the multiplayer side, you could still play original on multi, but it just require that the other person to have the same mod on vinalla and playing vinalla

Reply #2 Top

From my discussions with active modders, it seems that making a mod compatible with both vanilla Sins and Entrenchment is incredibly difficult.  Since Entrenchment removes a lot of the old hard-coded limits from the original game, most active (and complicated) mods seem to have gone the route of only making an Entrenchment version. The biggest counter-argument to my statement is 7 Deadly Sins, which is still vanilla v1.05 only.  However, DANMAN has stated that the next version will be Entrenchment only.

IMHO, you probably want to switch Entrenchment soon - for either online or mods.

Reply #3 Top

Yeah, I suspected as much. It's good to know at least that Entrenchment Only won't be a disaster - it'd certainly let me do a lot more clever fun things. :)

Of course, any other feedback would still be handy...

Reply #4 Top

Entrenchment modding is a pain in the ass. All modding is a pain in the ass, especially without a proper developer exe, but it is more a pain in the ass.

Reply #5 Top

... why would Entrenchment be any harder than normal?

From what I see of the files, it's not particuarly different.

Reply #6 Top

The manifest system as well as porting existing assets (even with Beyond Compare). If you work on a TC, you'd understand. It's very much not something I enjoy, it's obvious that minus the manifest system it's not like everything is going to be the same and definitely excusable but it's still a pain in the ass. Would be less so if someone bothered to write a tut about how stuff like the manifest works and it was stickied. A ton of people on DoV's team wanted me to give the go-ahead for a first release on Entrench, but really it's not something you want to do in the middle of a project. If you know the manifest and you're starting a new project, go ahead, but if you have stuff already done...it's not fun. Also typical "more stuff to go wrong/learn", which doesn't help when the game decides to mysteriously crash at some arbitrary point giving an unreadable dump.

Reply #7 Top

Aaah, I see. Yes, er, quite.

Well, if one is going to start from scratch, one may as well start with Entrenchment and move forward, I suspect - as you note, the worst bit is if you had stuff made prior, wheras what I've mostly got right now is documentation - I've been investigating test cases before I go full steam ahead into changing files. :)

Reply #8 Top

carbon16 & reiverta I am in the process of writing a vb program to create manifests for mods,which will help all modders that are creating new entities meshes etc, as at present the modder has to MANUALLY add the correct file name to the correct manifest the alter the number of files count at the start of the file, but my manifest maker will be able to add several thousand new files correctly to the manifests within 5 minuites.

the progam is almost at the point where I can start thinking about a beta test phase with actual test runs of the results with manually stacked mods in one mod folder.

harpo