One of the biggest problem with modding S2 is the way the game handles vanilla data entries. Unlike Empire and NTW you can't overwrite whole tables by creating a table with the same name. I don't know why CA changed this in S2, but it is a big problem when trying to mod buildings or the tech tree beside other things. Let's give you an example: You want to change the build order of the vanilla building tree. No problem in Empire or NTW: Just find the table with the building dependencies, change them in a mod, and see the result in the game. Do that in S2 and you are in for a surprise, because your modded file will not overwrite the vanilla data entries. If you play the game you will find your new building dependencies plus the vanilla ones you wanted to change. Another example: You want to make a vanilla unit buildable at a higher level building only. It won't work because you can't mod the vanilla entries out. Same with the tech tree and other stuff. Granted, there are still ways to achieve your goals, but it is a pain in the butt. To create your own building dependencies you basically have to create a copy of the whole vanilla building system and completely remove the vanilla buildings from the game. This means editing any single building related entry in the whole game including the esf campaign files, the campaign scripts, and the localization. Same if you want to change the tech tree. If you want to achieve more then just modifying or adding some stuff you have to spent hours trying to implement workarounds for even the simplest of changes.
So, please CA, make vanilla entries overwritable again in RTW 2 like it was in Empire and NTW. It would help us modders a lot and pave the way for cooler stuff than just a few adjustments here and there.






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