@GoaFan77: Then you have games like the Elder Scrolls series, in which you can add just about as much stuff as you want (depending on your system specs). The actual source is not available, but the scripting for mods is powerful enough to alter game mechanics, esp. with WryeBash. For Rebellion, I'll be contented adding some minor tweaks as time permits.
Gauss156
Well, shucks. :\
A question: How god-awful difficult would it be to try to add new resources to the game? Or is this hard coded and therefore impossible? In particular I'm interested in creating the ability to harvest some 'special' resource types that unlock nifty abilities. A couple I had in mind: dark matter, exotic matter, and perhaps some crystal types you find on planets. This could help make volcanic and other exotic planet types more interesting - i.e. a vol
Done in . . English? So they wrote some kind of DSL or something? I'll have to investigate this. :) "learn to mod the game." Yeah, I'll try some stuff and get my feet wet. School starts next week, so it may be a couple weeks before I appear again. I'm no big fan of Steam either, but I still play Rebellion. I'll try out some mods of my own and ping you guys again soon. Thanks, and I look forward to helping ou
A couple quick questions: 1. What languages are being used to mod SoaSE? (usually the core is C++ and then scripts are done in Lua, Python, Ruby, or something similar). 2. " We currently shutdown that part of our mod for rebalancing. There are files that come with the mod that you can put into the GameInfo folder that will give the capital ships more firepower but they are a bit unbalanced." What would it take to create a balance in the capital ship system? &n