Modding Support

It’s already been stated that GC3 will be very modable, using XML in a similar way to the elemental line of games. But how much will modding be encouraged, even today finding good information about modding FE:LH is tricky.

Encouraging modding more could greatly extend the life span of the game.

So my questions:

(1)  Will Stardock be supporting Steam workshop for distribution of GC3 mods?

(2)  Will Stardock publish information on the meaning of the XML tags?

(3)  Will Stardock host a Wiki for the modding community that we can all contribute to?

In the past I feel Stardock have done a lot to produce very modable games, but then done little to encourage the modding community to exploit that fact, and that they have done themselves a disservice in that respect.

18,774 views 9 replies
Reply #1 Top

To me the answers to these questions and if there will be modding tools created by Stardock like in GC2 will ultimately decide if I pony up the cash to pay for Beta or if I wait until the price goes down significantly. I really want to support the devs of this great game, but only if they are sticking to their modding roots.

Reply #2 Top

(1)  Will Stardock be supporting Steam workshop for distribution of GC3 mods?
End of quote

Yes.

(2)  Will Stardock publish information on the meaning of the XML tags?
End of quote

Maybe, the tags are pretty self-explanatory from what I saw. 

(3)  Will Stardock host a Wiki for the modding community that we can all contribute to?
End of quote

There already is a wiki for the GC series, why would we need a separate one?

Reply #3 Top

I know that ships are now binaries and unlike GC2 if you use the wrong starting block you can not edit the file to put in the correct one.

Reply #4 Top

We need guides to know how to make proper modds. More importantly we need a starter modd that comes with the game that has everything in the game and gets updated with expansions and dlc.

 

DARCA ;)

Reply #5 Top

GC2 had to wait until "Twilight" before a very good moding tool kit was available, I don't remember whether GC1 had any moding capability but I don't believe that it did.

In other words, while we all probably would Love to have a Mod Kit for GC3 now, it's just too early and unbalanced a game experience to implement now [IMHO].


Reply #6 Top

Yea back in galciv2 modding was simple and difficult. I just ended up modding the game directly and didn't bother with making modds.

Reply #7 Top

Quoting Rhonin_the_wizard, reply 2
There already is a wiki for the GC series, why would we need a separate one?
End of Rhonin_the_wizard's quote

You mean this one? Last I checked, it doesn't contain anything about GalCiv 1 (though I may have overlooked something), so it is hardly for the GalCiv-series.

Quoting Schaefespeare, reply 5
GC2 had to wait until "Twilight" before a very good moding tool kit was available
End of Schaefespeare's quote

I can't speak for anyone else, but, when I began modding GalCiv 2 in 2008, I found it easier to use Notepad++ instead of the editors, and I was a complete newb as far as XML are concerned. Only the Map Editor was a necessity, but I hardly used it (only to fix some bugs in the campaign-maps).

Quoting Schaefespeare, reply 5
I don't remember whether GC1 had any moding capability but I don't believe that it did.
End of Schaefespeare's quote

It did. You can still download the mods from the GalCiv 1 library.

Reply #8 Top

The map editor SUCKED!

Reply #9 Top

Quoting DARCA1213, reply 8

The map editor SUCKED!
End of DARCA1213's quote

the map editor wasn't bad when it worked

it was simple and easy to use, there were a lot of limitations

can't place planets/stars/asteroids within 5 tiles of edge no more then x asteroids per map blah blah blah

what was annoying was when generating a random map it would leave one corner about 2/3 width by 2/3 height completely empty