Magnar Plays Magnar Mod: https://www.youtube.com/playlist?lis...r7s7EZQXeu3yaC
Magnar Tutorials: https://www.youtube.com/channel/UCtd..._n1Y7DrBtVK-1A
My Youtube Channel: https://www.youtube.com/channel/UCtd4sdZYB_n1Y7DrBtVK-1A
Gameplay -> Campaign Mechanics
I have some questions regarding some of the campaign mechanics. Please feel free to add, amend, or duplicate the below as approrpriate.
Cultures and Religion
- Is it possible to change them, and/or add new ones, including emergent ones?
- Can any new triggers/mechanism be added to influence the above?
Politics
- Is family trees possible via modding?
- Is it possible to mod the political system and possible add new variations?
General
- Can be triggers and decisions be modded in the game?
- Could you put forth a list of the scope of campaign modding?
- Would there be a tool for modding campaign script and other mechnisms in the kit?
Re: CS2 Exporter and raw models for TW: Shogun 2
1) Must echo what wangrin states about the CS2 Exporter only working for 3DS Max 2009/10 and the example .max models in the Assembly Kit
only working for 3DS Max 2012/13. Surely this should have been rationalised by now with a CS2 exporter provided for the later versions of 3DS max.
2) I remember mention of problems with the raw files in the Assembly Kit following the release of the Otomo patch - is this still the case?
maybe add a question about the possibility of make new animations ?
EDIT :
sorry, now i have seen that it is already collected.
Last edited by manolops3; December 13, 2013 at 02:31 PM.
I understood this summit was in relation to Rome 2? I am not wasting my time to turn up to a summit that is going to also discuss shogun 2 as I have no interest in this game whatsoever as a summit has already been and gone in reference to this game.
I will make contact with CA to confirm their intentions.
The Modding Summit is about TW:R2 and feedback about Assembly Kit (the one for TW:S2).
This is the reason why I've create two separate post, one about TW:R2 modding and an other about TW:S2 Assembly Kit.
Interestingly, I've collected more questions/feedback about TW:S2 Assembly Kit rather than about TW:R2 modding here.
Maybe peoples are not that interested to prepare questions about TW:R2 modding ? I don't know.
The assembly kit is out and in-use, it's understandable that people have questions about problems they may have encountered which allows them to be more specific (such as the version mismatch with the models). With Rome 2 we can only speculate/hope at this stage and as such can only really generalise (eg. possible avenues of expanding modding functionality, whether through a toolset such as the assembly kit or additional documentation).
It would be good if after the official tools are released we had an official feedback path so we can report issues and suggest improvements for further iterations.
Last edited by crzyrndm; December 14, 2013 at 04:38 AM.
It’s better to excite some and offend others than be bland and acceptable to all
Creating a mod.pack with PFM - Database Table Fragments
For Rome 2: I would like more programming comments placed in their code as to what things actually do and what they interact with. Navigating through the files is time consuming and frustrating. Since the code is already out and being used, I would settle for a document that actually explains what each DB file, script, and various other files do. It makes me wonder how they even know what their own files do. They must have a commented version or some kind of reference document as to what each thing does.
for the campaign category - I'd like to know if modifying missions - the chapter missions for Rome 2 - is possible. The script is located in data_rome2.pack Every time i have tried to change it - it just doesn't work.
I second the need for a debug tool that has a log of exactly why a CTD occurred. And the ability to load/unload mods ingame thro console commands.
Code? Bar the lua script files, which are fairly good for readability, we don't have access to anything that even resembles code. The database: Judging by the day1 db release and DaVE, they use xml files for their raw data. However, we have to make do with the packed/compiled version for now, which is pure data (for reasons of size/access speed). Hence any extraneous information and such are not included. The day 1 db might have some comments, but I haven't looked too hard.
RE: missions
They're quite easy to modify. Missions_tables, Missions.txt, missions_txt.loc, and probably missions.loc control those. The scripting for them (missions.txt) is quite nicely laid out too.
If you need help, don't hesitate to ask. We don't bite, and collectively the people around here know just about everything database/scripting related
It’s better to excite some and offend others than be bland and acceptable to all
Creating a mod.pack with PFM - Database Table Fragments
day 1 db files refers all linked tables and has some commenting for some tables
Magnar Plays Magnar Mod: https://www.youtube.com/playlist?lis...r7s7EZQXeu3yaC
Magnar Tutorials: https://www.youtube.com/channel/UCtd..._n1Y7DrBtVK-1A
My Youtube Channel: https://www.youtube.com/channel/UCtd4sdZYB_n1Y7DrBtVK-1A
It’s better to excite some and offend others than be bland and acceptable to all
Creating a mod.pack with PFM - Database Table Fragments
Magnar Plays Magnar Mod: https://www.youtube.com/playlist?lis...r7s7EZQXeu3yaC
Magnar Tutorials: https://www.youtube.com/channel/UCtd..._n1Y7DrBtVK-1A
My Youtube Channel: https://www.youtube.com/channel/UCtd4sdZYB_n1Y7DrBtVK-1A
i have one question - It would be great if they put some light into BAI, in all Warscape games this is one big area that is not moddable. Is there anything CA could tell about it, is there any possibility to externalize it into packs?
OP updated :
#2 : {Battle Mechanics} moddability
I agree with you that a lot has to be done with Battle environment (BAI, formations, etc.).
Can anyone ask CA whether is it possible to implement the family tree for Rome 2? Given that they are using the same engine as Shogun 2, some of the data could be found in Rome 2.
Could we ask CA to give us a list of the db files changed with every patch? Would save modders a lot of time.
Attaching custom maps to the campaign map.
It seems this was a problem even with Shogun 2, you had to replace the models to get custom maps into the campaign, additional maps weren't possible.
It’s better to excite some and offend others than be bland and acceptable to all
Creating a mod.pack with PFM - Database Table Fragments