Gotta hand it to the devs

Over the weekend I decided to start playing around in the .xml and creating my own mod. I was reluctant to do this earlier because I was both too busy playing, and also because I have messed with .xml 'moddable' games in the past that were an absolute nightmare to work with. I mean, stuff to modify a single weapon or unit could be spread out over 3 or 4 .xml files and if one of them doesn't jive with the others the mod is ineffective at best. The Empire At War games are--in my opinion--the worst for this kind of infraction.

So I started to mess around in the various files, I read the primer on GC2 modding and set about to throw a mod together. In a few hours I had a couple new weapons and some new armor, new invasion tactics and a couple new techs. I hit a bump when I totally messed up some .xml syntax that took awhile to clean up (the game kept crashing on startup), but once I got it right everything worked great.

Now my mod comprises a full new tech branch, several new weapons and defenses complete with graphical models and sounds for each (just recycled from what ships with the game), a couple of new improvments, etc. The whole experience was really great, and very fun.

I found the .xml data structure to be wonderfully well thought out and robust and easy to understand. If I ever move farther in programming I hope I can layout my work this well.

Now, if I can stop modding long enough to actually play...I think that's the next step
4,529 views 3 replies
Reply #1 Top
Yep, the actual decision to STOP modding it and start playing is the thoughest one
I really love this game. Not just for the game itself, but for such a simple way to mod stuff in it. Sometimes I just fire up notepad++ and stare at the .xmls, wondering what I could do next
Reply #2 Top
Props to the devs from me, too. I've been modding since the original Red Alert and it's been a loooong time since I encountered something this easy. (And I agree with you, modding Empire at War is really more trouble than it's worth - I'm hoping for something easier with Universe At War) It's very, very nice that to mod a custom race or planet setup I can just fire up wordpad and have at the code. I don't know how much work went into the game to make it user friendly for the modders too, but I want to say that we appreciate every second of it. Not every user is a modder and so maybe it doesn't get said enough, but we REALLY appreciate work that is done in order to make sure we can build on the incredible work you have done and make your games also, in a limited sense, our games too.

Wouldn't be a proper modder post without asking - can we get access to Mega Events and racial dialouge - please? Spy mega event made me turn the bloody things off, and we have races in non-GalCiv mods telling us about the tasty Torians...
Reply #3 Top
I haven't heard of Universe at War, but EAW is an abolute spaghetti hell of XML. I think they really didn't want it to be moddable, or threw it in as an after thought. I can't believe that Petroglyph devs actually use those xml files themselves.

I've been wondering about the mega events myself, especially because I like the chaos the mega events introduce into the game and I'd like to have a free hand to introduce even more >