Tuesday, April 17, 2012

Modding, AI

So Since Orange Knight said that mod support was slow what did he exactly mean?

is it impossible to mod the current game?|||I said what now?



Mike|||You posted that Mod Support wasn't good because of Downloadable content|||Thats not what I said.



I said the likely reason for the entire lack of Mod Support is to keep us from making stuff that'll be better then the stuff they'll try to sell us.



Mike|||I believe the most likely reason was due to the fact that the connectivity has taken so much of stardock's time they haven't had a chance to implement anything else.



Do not attribute to malice what can be adequately explained with incompetence ;)|||Nope, in the Beta Sorian was able to repeatedly fully enable modding.



Mike|||By writing his own mod manager.|||The manager still requires that the exe supports it (which it still does).|||I don't think OrangeKnight is correct in his reasoning for disabling it. I think there were 2 reasons. One being a concern regarding unfair competitive advantages that certain types of mods could allow, even UI only mods. The other reason was a lack of any coherent means for enabling and distributing mods. GPGnet, flawed as it was, had support for mods. Impulse is so new they don't even have clan support in place yet.



Once the launch jitters are gone and we're in new feature mode I'll be pushing hard to make modding a top priority along with new DG's and maps.|||I believe Frogboy has already said they are planning on release a patch to enable modding. It just wont come fast enough for me :).|||True, I want to try my hand at AI coding, Considering its basicly all about controling the 1 unit upgrading The unit & the Citadel|||Wouldn't modding AI for demigod be leaps and bounds easier than Supcom?





Just makes sense that it would, like what Hogo said.







Unless its really difficult to make unique AI's for the different playstyles of each demigod. But just improving the basic decisions like where to spend money, when to capture flags, and when to back up a team mate would be a godsend. You could leave their battle code alone for the most part right?|||Yeah that sounds about right, Like Enemy has Giants so Must save gold for Either Defense Upgrades/ Catapluts

Or Save for Giants|||Hogo|||sanman|||Waiting for patch craziness to die down so I can start modding, even if the game doesn't support it yet through impulse.



Has anyone checked to see if you can run a modded game over LAN?|||Not Sure, How do you run a mod in Demigod? & how would one create one with demigod?

XD|||sorian|||Oopsie, I made a stupid and did it wrong and overwrote OnCreate for lols. It's actually perfectly safe to autotransfer LUA mods like I can in SupCom.

However with I/O in the sim, I can load from files that aren't MD5ed, and make that happen. So I think that soon, it will be possible to mod Demigod.



I see the different checksum error string, but I can't find any callers in the lobby. I think that either the engine or Impulse do the check, and there's no way to find out what the conditions are.

I wonder if that checksum error string could be modified, say, to include a debug.traceback.



Edit:

Sorian, didn't you make a mod manager for Demigod? If, you could provide the filepaths of mods the user wants enabled (it'll be in a separate directory, e.g. /mods), to either sim or lobby, then I can make that happen.



Double edit:

I'll come back to Demigod when I've finished my mod transferrer for SupCom.|||the filepaths appear to be hardcoded in the exe. No amount of fiddling with them made any bit of difference. It will look in /mods, but that folder has to be in the zip file.|||that's Unfortunate I want to try changing the AI a little :(|||Sorian: Already circumvented.|||Just looking at the AI Files, My god I need to learn LUA, So Damn Confusing =/|||DeadMG|||Hogo

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