Discussion in 'Modding' started by Ftoomsh, Sep 13, 2017.
Good point. It's obvious now I am reminded of it.
American Conquest was also written for XP but the GOG version worked on Windows 10 for me and I successfully modded it.
But word of advice Ftoomsh, it was pretty difficult due to the tools being in Russian and having to edit a lot of files and having to find out where each unit and building is mentioned.
Im still here
Good to know.
We have to keep the mod flame burning.
I mean im working on my mod again now that GSC has kinda quieted down with the gamebreaking updates.
Once i get switzerland and piemonte working i can finally get back to working on greece.
Please note this is over a year from original release. Of course they are quiet. All that would be needed for the mods here is a bit of cooperation instead of an uphill climb.
It's the labor of Sisyphus.
The real problem is that the devs have been swinging very hard with their updates until 2 months ago, scaring modders away as they suddenly had to merge their mods every 2 weeks or so.
Now i guess its just us who already have working and running projects that are still here because we at least only have to merge our mods with updates for the most part.
Firstly, one has to admit most balancing issues were resolved pretty well. I see almost all nations played regulary online. It's no more prussia and denmark only like it was during the first months of the game.
Secondly, I do not see the need for any changes regarding realism. The fun comes from finding the best build order and making the most out of your given resources and army. If you mod firing ranges, damage values, etc. it changes realism but it's not changing the core idea of the game or the source of the fun playing it.
So I dont see much potential for mods within the given framework. Go to the multiplayer lobby and ask if someone is interested in playing a modded game version. I guess most people are not interested in relearning new unit values and stats and devlop a new understanding for the resulting game mechanics. Because once you and all the other players got it, it feels the same as it was before: rush for optimal base building and unit hiring and then making the most out of it.
I see potential for mods leaving the actual framework of the game and introduce completly new components like e.g. supply lines, morale system, day/night & wheater changes, weapons and equipment comming from factories etc. That would be great but requires too much effort as the engine does not support those mechanics. Unfortunatelly I highly doubt that we will ever see mods that provide anything but changed unit values, new building scaling, new unit skins and general gfx reshades. There were some first steps into 3d modelling of buildings, maps, units but has anything ever come to life?
I got halfway through a realistic terrain mod - fields and streams and no tiny mountains etc for random map, but it’s a big task and I have so little time
I am still waiting on a imperia or american conquest mod.
I made some decent start. much longer reload times but much more dmg at closer range (still 100% hitchance to reduce RNG)
However there were a lot of problems
a: bajonett attack didnt worked while reloading (now fixed)
b: It required way to much micromanegment. I wanted to add something that shooter have -100 range or so against armoured units but didnt know how to solve that
c: the AI is still garbage in random maps, I made the enemy better by giving them bonus to upgrades but they play so terrible (C1 was so much better)
I do have lot of time right now but it would be so nice if the AI would be better.
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