Armada 2526 "Modability"

Armada 2526 continues the great tradition of space opera games. You guide your race from its first interstellar journeys, until it becomes a mighty galactic empire. Along the way, you'll explore the galaxy, conduct research, diplomacy and trade, found new colonies, maneuver mighty star fleets, and fight epic battles.

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SeanD
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Armada 2526 "Modability"

Post by SeanD »

There have been a number of questions about how easy it will be able to mod Armada 2526 and today I finally had the chance to poke around the game directory and dig deeper. The executive summary is that this game is EXTREMELY modifiable, probably more so than most games.

In terms of art, almost all UI, effects, techs, ships, buildings, etc. are stored in PNG or DDS files and are easily altered. As Bob, the lead developer said in the past, the 3D models are in .X format so they can be altered as well. Scenarios and campaigns can be custom scripted. Many of the game's sounds and videos are easily swapped out. A dedicated modder could probably make a radical total conversion mod that changes virtually everything except the core engine.

That's all the detail I can go into but if you want to change the game - the opportunity is absolutely there in spades.
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Terminus
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RE: Armada 2526 "Modability"

Post by Terminus »

[:)]
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martok
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RE: Armada 2526 "Modability"

Post by martok »

Thanks for digging deeper on that, Sean. Now let's bring on the (stereotypical but inevitable) Star Trek and Babylon 5 mods! [:'(]
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RE: Armada 2526 "Modability"

Post by Nomada_Firefox »

Of course good news, mods make great a game. I like this kind of games and I have been modding some of them on the past years with great success http://www.moddb.com/mods/foc-alliance-22x but I was looking some new with some different and it can be the game.

ypsylon
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RE: Armada 2526 "Modability"

Post by ypsylon »

It is a bit like games from Hearts of Iron family. You know that games are good/OK, but you still can improve every single one with simple text editor. That is the main problem with moddable games. Rarely played in vanilla version. [:D]

Yes bring it on! (ST, B5, SW mods) he he
Tom_Holsinger
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RE: Armada 2526 "Modability"

Post by Tom_Holsinger »

Sean, could you amplify what you meant in saying, "Scenarios and campaigns can be custom scripted"?

My understanding of the term "script" refers to AI behavior, i.e., AI's can be given "personalities" more like those in MOO2, as opposed to the racial animosities and preferences in MOO3. If' I'm wrong here, please explain how I'm wrong.

It sounds as though Armada 2526 will allow players to create brand-new scenarios, i.e., to fully customize galaxy layout and the features of planets. This would be extraordinary if true, and very welcome for us modders. Please tell me if this is correct, because it absolutely will be a game I will buy.
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SeanD
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RE: Armada 2526 "Modability"

Post by SeanD »

My understanding of the term "script" refers to AI behavior, i.e., AI's can be given "personalities"

I don't want to say that this can't be done but if it is possible it wasn't immediately obvious. Again, I haven't exhaustively modded on my own but I took a good look at what files could be changed. I will have to check with the dev on this.
create brand-new scenarios, i.e., to fully customize galaxy layout and the features of planets.

You can customize galaxy layouts, planets, wormholes, gas clouds, customize planet types, etc.

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RE: Armada 2526 "Modability"

Post by Ntronium »

Sean asked me to comment on this.

As he said, you can design new maps with the built in designer. You can also create new scenarios with a bit of XML file editing. This lets you fully customize starting positions and forces. You can also set which of the built in strategies you want the a.i. to use.  However, at release there is no ability to script in the sense of "do this on turn 4".

I am though eager to foster a modding community for this game, and post release expect to add more features to help modders, and to expose more of the game's rules in external files. I'll be happy to take input on what would be the most useful features to add.

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RE: Armada 2526 "Modability"

Post by Tom_Holsinger »

ORIGINAL: Ntronium

...you can design new maps with the built in designer
Yes!!! [:D] A game company that knows what we want!

Edit - plus, for those who don't understand the reference to "scripts", Ntronium refers to a feature which gives the AI empires some general behavior characteristics such as "expansionist" (builds lots of colonies), "master the secrets of the universe" (emphasis on research and finding ancient artifacts, explore wormholes, etc.), "aggressive" (snap up the undefended colonies of other empires and pick on the little guys), "xenophobic" (kill everybody else), etc. This was a feature in Master of Orion II and in the Space Empires series.

My very successful mod to Master of Orion II gave all the AI empires xenophobic expansionist personalities. It made them expand like crazy, i.e., like a player empire, and wonderfully touchy & hard to get along with. Massaging the "egos" of AI empires, i.e., bribing them with gifts, added a great deal to MOO2's fun.

While I personally prefer MOO3's elaborate and critically important diplomacy system with its delightful animosities between various AI races, Armada 2526 seems to have an interesting elaboration of the MOO2/Space Empires systems, with its own good points. AI scripts are a very useful tool, particuarly in design of custom scenarios.
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