[Mod]CMod - An SE gameplay mod
Posted: Wed Oct 27, 2021 9:55 pm
Not sure if this is the best place for it but as there's no dedicated forum for gameplay mod releases I'll place it here for now, anyway...
What started as a small set of changes developed into a proof of concept and then into a mod proper, scope/feature creep is the current name of the game! As I work out how to make/mod stuff I intend to follow up with a set of guides on how to do the same, whilst this is the first mod of it's kind it is my hope to change that fact.
CMod, A Shadow Empire Gameplay Mod
Changelog
Version 2:
- The blank production costs for the ammunition factory are now fixed
- Gas turbine engines!
Version 3:
- Six additional character feats including two artifact feats
- Ten additional hex perks
- Two negative fate stratagem cards
- Four new assets
- Extra levels and adjustments to the Hunting community asset
- Half track option for trucks including new graphics
Version 3 Patch 16:
- Unfinished duplicate cards removed
- Art and logic of Embezzlement and Blight stratagems fixed
- Embezzlement stratagem unrest malus reduced to sane levels
- Missing Hunting post graphics readded
- Placement type of Fishing port
- Missing half track graphic readded
- Useless luxury items replaced with luxury QoL points (these attract additional free folk)
- Spurious private worker costs for Hunting Post resolved (hopefully)
- Missing/incorrect construction, production and upkeep costs for Hunting/Fishing/Both biofuel farms resolved
Installation instructions
- Firstly and most importantly, make a backup of your randomgame.se1, a backup copy from Beta 1.09.07 is included but if you're using a different version and you don't keep a backup you'll have to reinstall/repatch the game if you want to stop using the mod.
- Make sure your game is updated to the latest patch for compatibility.
- Place the zip file in your Shadow Empire directory and extract it there, it'll dump the necessary files into the shadowscenarios folder.
- Boot up the game and from the main menu select the "Import se1zip" button, then navigate to the CMod.se1zip file that should be in your shadowscenarios folder to unpack it.
- Select the "Modlib picker" button, click on CMod in the list and check the button in the bottom right to flag the mod to be loaded when starting a new game.
- Generate a new planet and start a new game to use the mod.
Uninstallation instructions
- Select the Modlib picker from the main menu
- Select CMod rom the list
- Uncheck the check box that appears in the lower right
- Any new games you make whilst the "use this mod" for CMod is unchecked will not use the mod
- As the contents of the game's database/data tables are saved with the game you cannot (easily) remove the mod
from a game once you've already started it
- Rename or delete the copy of randomgame.se1 that came with the mod
- Replace it with the backup copy you made or the copy that came with the mod in the backup folder
if you forgot to make a backup copy, you'll have to swap the files back if you want to reinstall the mod later
Multiplayer Requirements
The functionality of the mod is saved with the game so technically the mod will still function if a player doesn't have the mod installed but all the new hex perks, assets, model types and stratagem cards won't have their graphics.
Current Mod Features
- Fifteen new hex perks
- Five new multi-level assets (Ammunition factory, hunting post/fishing port, earth- and xeno-biofuel farm)
- One new artifact asset
- Elevent new character feats, including two artifact feats
- New aircraft weapon (quad MGs)
- New AA gun sizes (now 50mm, 76mm, 88mm, 105mm, 128mm, 150mm and 105/128/150mm twin guns)
- Adjustments to the metal/IP/ammo cost, firepower and armour penetration metric of AA guns
- Gas turbine engines (you'll need the turbojet tech to use them and an up to date version of the game)
- Half track trucks which are an early tracked transport option
Suggestions, feedback, balancing advice and such are very much welcome, please let me know if you have any issues and I'll try to address them as soon as possible.
Issues I'm aware of:
- Aircraft Quad MGs and (probably) the new AA guns not having sound assets, this is a fundamental drawback of the level of access to the game's assets the current modding tools provide- I'm just unable to access the data that assigns audio file values to weapons (hopefully just for now)
- The behaviour tree that determines computer-generated models is hard-coded so AI players (and the initial starting models human players begin with) will always ignore the added model choices
Image Gallery: http://imgur(dot)com/a/b4qP3QT
Link: https://www.dropbox.com/s/87ebuslhvh2yhr9/CModv3.zip
Place the downloaded zip file in the shadowscenarios folder in your Shadow Empire install folder (either in [Drive]:/Matrix Games/Shadow Empire or steamapps/common/Shadow Empire for the Matrix Games download and steam version respectively.).
What started as a small set of changes developed into a proof of concept and then into a mod proper, scope/feature creep is the current name of the game! As I work out how to make/mod stuff I intend to follow up with a set of guides on how to do the same, whilst this is the first mod of it's kind it is my hope to change that fact.
CMod, A Shadow Empire Gameplay Mod
Changelog
Version 2:
- The blank production costs for the ammunition factory are now fixed
- Gas turbine engines!
Version 3:
- Six additional character feats including two artifact feats
- Ten additional hex perks
- Two negative fate stratagem cards
- Four new assets
- Extra levels and adjustments to the Hunting community asset
- Half track option for trucks including new graphics
Version 3 Patch 16:
- Unfinished duplicate cards removed
- Art and logic of Embezzlement and Blight stratagems fixed
- Embezzlement stratagem unrest malus reduced to sane levels
- Missing Hunting post graphics readded
- Placement type of Fishing port
- Missing half track graphic readded
- Useless luxury items replaced with luxury QoL points (these attract additional free folk)
- Spurious private worker costs for Hunting Post resolved (hopefully)
- Missing/incorrect construction, production and upkeep costs for Hunting/Fishing/Both biofuel farms resolved
Installation instructions
- Firstly and most importantly, make a backup of your randomgame.se1, a backup copy from Beta 1.09.07 is included but if you're using a different version and you don't keep a backup you'll have to reinstall/repatch the game if you want to stop using the mod.
- Make sure your game is updated to the latest patch for compatibility.
- Place the zip file in your Shadow Empire directory and extract it there, it'll dump the necessary files into the shadowscenarios folder.
- Boot up the game and from the main menu select the "Import se1zip" button, then navigate to the CMod.se1zip file that should be in your shadowscenarios folder to unpack it.
- Select the "Modlib picker" button, click on CMod in the list and check the button in the bottom right to flag the mod to be loaded when starting a new game.
- Generate a new planet and start a new game to use the mod.
Uninstallation instructions
- Select the Modlib picker from the main menu
- Select CMod rom the list
- Uncheck the check box that appears in the lower right
- Any new games you make whilst the "use this mod" for CMod is unchecked will not use the mod
- As the contents of the game's database/data tables are saved with the game you cannot (easily) remove the mod
from a game once you've already started it
- Rename or delete the copy of randomgame.se1 that came with the mod
- Replace it with the backup copy you made or the copy that came with the mod in the backup folder
if you forgot to make a backup copy, you'll have to swap the files back if you want to reinstall the mod later
Multiplayer Requirements
The functionality of the mod is saved with the game so technically the mod will still function if a player doesn't have the mod installed but all the new hex perks, assets, model types and stratagem cards won't have their graphics.
Current Mod Features
- Fifteen new hex perks
- Five new multi-level assets (Ammunition factory, hunting post/fishing port, earth- and xeno-biofuel farm)
- One new artifact asset
- Elevent new character feats, including two artifact feats
- New aircraft weapon (quad MGs)
- New AA gun sizes (now 50mm, 76mm, 88mm, 105mm, 128mm, 150mm and 105/128/150mm twin guns)
- Adjustments to the metal/IP/ammo cost, firepower and armour penetration metric of AA guns
- Gas turbine engines (you'll need the turbojet tech to use them and an up to date version of the game)
- Half track trucks which are an early tracked transport option
Suggestions, feedback, balancing advice and such are very much welcome, please let me know if you have any issues and I'll try to address them as soon as possible.
Issues I'm aware of:
- Aircraft Quad MGs and (probably) the new AA guns not having sound assets, this is a fundamental drawback of the level of access to the game's assets the current modding tools provide- I'm just unable to access the data that assigns audio file values to weapons (hopefully just for now)
- The behaviour tree that determines computer-generated models is hard-coded so AI players (and the initial starting models human players begin with) will always ignore the added model choices
Image Gallery: http://imgur(dot)com/a/b4qP3QT
Link: https://www.dropbox.com/s/87ebuslhvh2yhr9/CModv3.zip
Place the downloaded zip file in the shadowscenarios folder in your Shadow Empire install folder (either in [Drive]:/Matrix Games/Shadow Empire or steamapps/common/Shadow Empire for the Matrix Games download and steam version respectively.).