Modding friendly?
Moderator: Vic
Modding friendly?
I am about to buy this game as it is very unique. I can imagine with giving the community good modding access could turn this into something really big.
Are the files good accessible for modders for example in order to add/modify technology, units, policies, or decisions?
Are the files good accessible for modders for example in order to add/modify technology, units, policies, or decisions?
- Malevolence
- Posts: 1802
- Joined: Sat Apr 03, 2010 11:12 am
RE: Modding friendly?
No. Modding unfriendly. Worth buying anyway.
Nicht kleckern, sondern klotzen!
*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.
*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.
-
Cornuthaum
- Posts: 91
- Joined: Sun Jun 07, 2020 7:07 am
RE: Modding friendly?
Unfortunately it's very modding-unfriendly, even for just strat cards 
RE: Modding friendly?
I see, that´s a shame
RE: Modding friendly?
It is a shame, wish could mod or at least edit some things
RE: Modding friendly?
I think that Vic said - he will start exporting part of the code outside for moding - once he will stabilize base game (because otherwise everything will move and mods will be broken quickly)- but we are probably looking at year-long schedule at least.
RE: Modding friendly?
I was already wondering, every dev has the right to do whatever he wants but IMO locking everything from modding is basically one of the worst decisions and will only severely hurt Shadow Empire´s longevity and success.
But that there are plans are great news, waiting with this on release when the game is receiving alot of updates makes perfectly sense but waiting too long can cause potential modders to loose enthusiasm and leave Shadow Empire before modding becomes a thing. This is especially true for niche indie games. To keep up with occasional version changes is nothing new for most modders and many would prefer to work rather early on a still-patched game than waiting for years until patch cycles start to fade. Is this confirmed that he really plans to wait a whole year or is this an assumption?
Are there by accident sources for these statements? For me this is important an I would like to get an overview over this aspect before I decide wether to buy or not.
But that there are plans are great news, waiting with this on release when the game is receiving alot of updates makes perfectly sense but waiting too long can cause potential modders to loose enthusiasm and leave Shadow Empire before modding becomes a thing. This is especially true for niche indie games. To keep up with occasional version changes is nothing new for most modders and many would prefer to work rather early on a still-patched game than waiting for years until patch cycles start to fade. Is this confirmed that he really plans to wait a whole year or is this an assumption?
Are there by accident sources for these statements? For me this is important an I would like to get an overview over this aspect before I decide wether to buy or not.
RE: Modding friendly?
The savegames/scenario files seem to be modifyable:
https://www.matrixgames.com/forums/tm.asp?m=4828208
And based on the number of "needs a new game to take effect" in patchnotes, I am guessing a lot is saved in the savegames.
I will try and see if 7-zip can unpack any of those files. Might give us some idea.
https://www.matrixgames.com/forums/tm.asp?m=4828208
And based on the number of "needs a new game to take effect" in patchnotes, I am guessing a lot is saved in the savegames.
I will try and see if 7-zip can unpack any of those files. Might give us some idea.
RE: Modding friendly?
ORIGINAL: JamesHunt
Are there by accident sources for these statements? For me this is important an I would like to get an overview over this aspect before I decide wether to buy or not.
I remember reading it somewhere on this forum - but I cannot find original post - but I found other user quoting it on Steam forum:
"Except for the graphics and sounds this is basically a non-moddable game.
Complexity, partial hard-coding of the game is a big reason, but also the fact I am still expecting to add a lot of content to the game in the years after release and I don't want to invalidate any community efforts (which would had to be done again after each patch). Third but not least is I cannot turn all my games in little wargame design studios
On the positive side in time I am open to start gradually opening up some parts to editors. But I would like to do that in such way that these editors will be safe to use and any community work would be re-usable after official patches."
- KingHalford
- Posts: 701
- Joined: Thu Aug 18, 2016 3:53 pm
- Contact:
RE: Modding friendly?
There's enough content in this game without modding to keep you busy for many hours.
Ben "BATTLEMODE"
www.eXplorminate.co
www.eXplorminate.co
RE: Modding friendly?
Okay, let us know what you can find outI will try and see if 7-zip can unpack any of those files. Might give us some idea.
RE: Modding friendly?
But with modding, it would be way more hours.ORIGINAL: KingHalford
There's enough content in this game without modding to keep you busy for many hours.
This is (at least partially) a storyline generator. They heavily benefit from modding, more then most other games.
RE: Modding friendly?
Exactly what I was thinking. Modding would unlock the vast potential of this game.ORIGINAL: zgrssd
This is (at least partially) a storyline generator. They heavily benefit from modding, more then most other games.
The modding unfriendly approach was for me one of the main reasons why Decisive Campaign Barbarossa never became big/long-living despite being games with wonderful mechanics and ideas.
However I understand that it makes sense on release to keep things locked in order to maintain as clean as possible bug reports for the first weeks after release. And if there are worries about selling potential DLCs, I think the generated interest by modding alone is more lucrative and alot of other successful (indie) projects show that both DLC economy and modding can co-exist pretty well even in synergy.
- Malevolence
- Posts: 1802
- Joined: Sat Apr 03, 2010 11:12 am
RE: Modding friendly?
I began to experiment with the editor inside the game and start to make some changes.
http://www.vrdesigns.net/atwiki/doku.php?id=dcx
https://www.matrixgames.com/forums/tt.asp?forumid=1561
https://www.matrixgames.com/forums/tt.asp?forumid=1574
To understand Shadow Empire, you start with Decisive Campaigns: Barbarossa. As of now, Shadow Empire is a scenario and master file built on a likely purpose-upgraded game engine.
I would guess the data classes are not exactly the same as DC:B or ATG, but based on very similar design patterns. They are absolutely not interchangeable with DC:B or ATG.
Nicht kleckern, sondern klotzen!
*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.
*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.
RE: Modding friendly?
Is there an chance to add new events and decisions?
RE: Modding friendly?
Not at the moment, the game is mostly hardcoded and any changes might make it crash, however, Vic said than in the future he would like to make the game more modder friendly.ORIGINAL: JamesHunt
Is there an chance to add new events and decisions?
Amateurs talk about strategy. Professionals talk about logistics!
RE: Modding friendly?
That´s great news. Expanded tech tree, additional units, and events... I am looking forward to this.ORIGINAL: Clux
Not at the moment, the game is mostly hardcoded and any changes might make it crash, however, Vic said than in the future he would like to make the game more modder friendly.ORIGINAL: JamesHunt
Is there an chance to add new events and decisions?
Did he already mention plans when this might happen?
-
eddieballgame
- Posts: 932
- Joined: Wed Jun 29, 2011 2:50 am
RE: Modding friendly?
The beta patches consist primarily of a few files; one of which is the...'randomgame.se1'.
This file & the 'masterfile.se1master' file found in the 'shadowscenarios' folder appear to be extractable with a password.
At least the files that appear to be important are not huge.
One can already do a lot of 'modding' per the graphics, so there is that for now.
When 'Vic' is ready to allow us to do any modding of our own, then great.
Until then, I suggest those serious about tweaking the game files learn how to play it first.
Trying to...improve on a game without a sold understanding of how it works can be a waste of time, particularly if one is intent on sharing their work with the public.
The way 'Vic' has been pumping out beta patches, modding is the least of my wishes for this gem, atm.
This file & the 'masterfile.se1master' file found in the 'shadowscenarios' folder appear to be extractable with a password.
At least the files that appear to be important are not huge.
One can already do a lot of 'modding' per the graphics, so there is that for now.
When 'Vic' is ready to allow us to do any modding of our own, then great.
Until then, I suggest those serious about tweaking the game files learn how to play it first.
Trying to...improve on a game without a sold understanding of how it works can be a waste of time, particularly if one is intent on sharing their work with the public.
The way 'Vic' has been pumping out beta patches, modding is the least of my wishes for this gem, atm.
RE: Modding friendly?
It depends on the modification and despite this the interest right now goes more into adding content and not "improving" core game mechanics which are still undergoing the typical post-release changes. Good modding options are the biggest of my wishes for this game.


