So the way I see it, by asking for Stardock to support "patching", you are not really asking them to allow the usage of a dll to add new things (you can do that anyways), you are basically asking them to tell you how the game works at an intimate level so that you can add it in without having to disassemble the game and figuring
Hnefi
You have to realize that those mods are not actually mods of the Unreal Tournament game Actually, those mods are VERY typical of the UT, Quake and Half-Life games. Just from the top of my head I can name a dozen such mods and I've forgotten the names of probably a dozen more. It's mods like these that makes
@Kalin: Well, I haven't modded either SC or Morrowind very much - I've just seen some pretty nifty stuff done to both games (particularily Morrowind). The games I have a bit more experience with is the Quake and Unreal-series. Those allow for _everything_ except the engine itself to be modded. AirQuake is probably one of the best examples of this - it changed Quake from an FPS to a tank/aircraft shooter. I remember a mod for UT which changed the g
Disassembling the .exe requires knowledge of assembly, not C/C++. You can't magically turn a binary file back to its original source code. The best you can do is disassemble it to assembly level code. Doing that and introducing significant changes on a modern .exe is not realistic. And as you said, it might be illegal. Someone said that the current modding support in this game is almost unrivalled. I beg to differ - strongly. Look at all gam
In the background story of the game on Apolyton, the following comment is made: The game is incredibly moddable. I realie a lot of games claim this these days so let me just put it like this: The data is all XML files. The bitmaps are all .PNG. The models are .X. and the UI is all .dxpack (DesktopX, a free download). Go nut
Right now, modding possibilities are very, very limited. Changes to models and interface are purely superficial and doesn't change the game. The only changes that can be made beyond that is basically adjusting values in the .xml files, which means that no actual game mechanics can be changed. We can make new versions of existing weapons, reorganize the tech tree and stuff like that, but we can't change the way the economy works, they way combat plays o
I agree. I have no internet connection at home (where I've installed the game) and have no choice other than to download updates the old fashioned way - particularily since we're using Sun/Solaris at work. I bought the Collectors Editition, so I really want to be able to download the updates.
When I heard this game was going to be "highly moddable" I had hoped for something similar to, say, Unreal or at the very least Tiberian Sun (yes, I know they're different genres, but that doesn't really affect the issue at hand). But all we've got is .xml editing which, quite frankly, doesn't qualify as highly moddable. At best, it can be seen as somewhat moddable. In its current state, we can't (AFAIK - please correct me if I'm wrong) cre
When I heard this game was going to be "highly moddable" I had hoped for something similar to, say, Unreal or at the very least Tiberian Sun (yes, I know they're different genres, but that doesn't really affect the issue at hand). But all we've got is .xml editing which, quite frankly, doesn't qualify as highly moddable. At best, it can be seen as somewhat moddable. In its current state, we can't (AFAIK - please correct me if I'm wrong) cr
It might be possible to use cargo hulls with some weaponry and massive amounts of shielding as "damage magnets", depending on whether or not the AI takes armour into account when choosing what target to fire at. Sure, once a shot gets through the ship is dead, but by then your other ships in the fleet have gotten an extra turn or two of free shots at the enemy. Might be worth checking if this works.
I think the most basic problem with the game is, as has been said, that the only thing that ever changes during the course of a game session is numbers. There are no unique abilities, no strategy-altering breakthroughs, no asymmetry at all. If we look only at race and spaceship abilities and bonuses (the two most individually important parts of a space 4x game IMHO) and compare them to MoO2, which has long been considered the best game in th
First, did you guys notice that GalCiv2 got the Editor's Choice award on Firingsquad? Check it out at www.firingsquad.com. Second, I just had to post this. The last game I bought without playing it first was MoO3. After that I swore never to buy another game before I'd downloaded and played the pirated version. Hate me if you want, and I know it's illegal, but I'm tired of waiting for games for ages and then paying cash for something that's