Modding limits/possibilitys

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

Moderators: elliotg, Icemania

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EaglePryde
Posts: 79
Joined: Sun Apr 03, 2011 10:21 am

Modding limits/possibilitys

Post by EaglePryde »

I gave it a quick rundown on what is present regarding shipsets and i must say i like them all.

My question is. Is there a hardcoded limit as to how many races/shipsets etc. can be in this game?

I would like to get all major race/shipset mods into one big mod.

In addition. Is the tech tree moddable? If i want to change what or how many techs there are and mke custom trees for every race?

I searched the folders a bit but exept for adding races/shipsets/sounds/art i didn't find anything regarding the general setup of races and neighter something regarding tech tree/s.

Can someone enlighten me on this?
EaglePryde
Posts: 79
Joined: Sun Apr 03, 2011 10:21 am

RE: Modding limits/possibilitys

Post by EaglePryde »

My bad..seems that most things aren't moddable at present as i have seen in the Modding Masterlist. Would have been nice if i could mod a bit.
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Data
Posts: 3909
Joined: Mon Jan 03, 2011 4:43 pm

RE: Modding limits/possibilitys

Post by Data »

Vote for it in Igard's polls, most of us push it to the top.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
EaglePryde
Posts: 79
Joined: Sun Apr 03, 2011 10:21 am

RE: Modding limits/possibilitys

Post by EaglePryde »

Yeah i've voted for it. In 4x games it's one of those things i'd like to see most. I'd modded a couple of games a bit and i'd like to do it in Distant Worlds too. Seems as a great foundation for mod's
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