Played through a game on launch day on had a blast - sorry, I know I wasn't supposed to yet. I see plenty of people posting plenty of feedback on the gameplay and I don't have much to say on the matter that's different, I just want to wait and see where that goes.
However, I couldn't resist the urge to dig into the files and get a first impression on what modding this game is going to be like.
Initial impressions are definitely positive. This really is a cursory glance, of course, but I'm happy with what I've seen. I even made my first mod! Not sure how into detail I should be going at this point because I know Alpha is not really intended for this so I don't know if I should be encouraging people to play with this and won't be providing instructions just yet. But I will show proof that I've done it, and I'll share some feedback on how it is right now, and then I'll shut up until Stardock gives me the okay to keep playing around.
WARNING: MODIFYING GAME FILES MAY HAVE UNINTENDED CONSEQUENCES. STARDOCK AND MYSELF ARE NOT RESPONSIBLE IF ANYTHING BREAKS AS A RESULT OF EXPERIMENTATION, AND THEREFORE DOING SUCH IS DISCOURAGED AT THIS POINT IN TIME*
*ProbablyDefinitely, as confirmed by Kryo below
That said, also remember to make a backup if you do go experimenting. It'd suck to have to redownload the whole game.
I went with something that is both interesting to me as a modder and easy to evaluate - Nebulas. Dug around the files for a bit and figured I could change parameters to do what I want. So my first step was to make a Mods folder. I tried this because I saw the options menu had an 'enable mods' button. I then made a sub-folder called 'NebTest' and took a stab at what I thought a mod structure might need to look like. That, uh... didn't pan out (nothing breaking, it just didn't do anything).
After just one failed attempt I got antsy and decided to cut to the chase - by just modifying the raw file. So I made a copy of the file (appending BAK to it) and then modified the original.
Turns out the way it works (for now at least) is that all files in that folder are included. I was, however, greeted with a clear error message on launch explaining that I had duplicates and it immediately became clear that I should be putting backups into a separate folder. I moved it into my now-unused mod folder and started it up again.
The Nebula effects are defined as 'Multiplier' or 'Flat' at the moment, but this appears to be broken. For example, sensor range is defined as a multiplier of -0.50. That result would be negative, and negative range doesn't seem like a good idea, but in my first test I figured I'd see if maybe they were using the magnitude of the range (it seemed strange to me so I wanted to verify). Sure enough, it seems like the 'Multiplier' is additive, as changing the value from -0.50 to 0.50 increased the base range.
Of course, it began bugging me at this point that the nebula still claimed to be reducing range. I added some more modifications to the effect (I decided I wanted to adjust MoveCost of nebula tiles so you move faster in Nebulas, just for kicks), and dug around in the files until I could find the Nebula description. I created a new description, updated the Nebula to point to that description, and loaded it up again.
This test verified the non-intuitive nature of 'Multiplier' effect types. Multiplying 'MoveCost' by 0.50 had no (clear) effect (given the truncation of moves remaining, it's possible that I didn't notice that my ship was being slowed down - it should have been moving 2/3 as far). But when I tested it a second time with the factor -0.50 I got exactly what I wanted - double movement speed! (Of course, default cost is 1.) This seems to me like it's an additive effect instead.
Without further delay, pics or GTFrakO, right?
Imgur album is here: http://imgur.com/a/1Y2WO
Overall:
I just saw a bunch of labels, and no game data or values. Were did you go, and what did you do? I want to modd race trait but don't see where.
thanks (There should be a modding guide by SD)
DARCA.
Yeah, we generally prefer being able to know that we are fixing our own bugs and not any introduced by mods.
There will almost certainly be a modding guide eventually - there was a very thorough one for GC2 after all.
And Kryo just confirmed what I thought for this stage of the game. As fun as it is to mess around with things, I don't want to be sharing just how it's done until they're ready to start worrying about mod support. It can be done and if you're very curious I'm sure you can figure it out on your own but it's best not to be looking too intently into it yet.
I also think that modding during the Alpha is not a very good Idea. If someone can`t help it I would expect they are at least making proper backup of the original files and restoring everything to stock before any kind of updating the game.
Completely agree with the No modding before game is released... I saw what happened with the Fallen Enchantress beta and Legendary Hero beta. Caused a lot of "there is a problem", when it was just a mod incompatibility.
On the other hand, some games embrace modding during the early testing phases and even pull some ideas and mods into the core game as it develops, IE Starbound. Knowing what people are modding and why can be a powerful development aid, because often the mods are fixing issues or filling in content/gameplay gaps. Also seeing an actual example of why something would be better another way is a lot more convincing than people making 20 feedback threads talking about how they think it would be better that other way. The game system may not be ready for modding just yet, but I don't think modding should be completely dismissed for the entire testing period.
'IM IN THE GAME FILES!!! I'M IN THE GAME FILES!!! I'M IN THE GAME FILES!!! LOL. seriously some one tell me were the real files are, please?
EDIT: I found them for real this time.
DARCA
There will be plenty of time for that if/when workshop support arrives.
I am pro modding in general, some games were utterly saved by it. Exemple, Skyrim on PC was rescued from consolitis and horrible UI by modders and then expanded upon in a beyond glorious way. I just think that it feels a bit rushed to encourage messing around with the game files when the game is in such a early stage and the devs likely neck deep in trying to sort out all the technical issues.
I think we should all be focused on Bugs and feedback. Just saying
WOW nice code!!! you guys have included cloaked ships! I love you guys, I love you guys even when you occasionally disappoint me!!! And the race traits are real race traits!! not production and sensors, but productive and observant. I miss the creativity trait though, I hope it gets added. I still am peaking though the code. Your all cool .
Creativity trait was OP in some situations, I can see why they left it out.
As EvilMaxWar is saying, please, we are supposed to help them make a great game as soon as possible.
Find the bugs and make the suggestions directed at the work at hand now, which is creating the regular game. Modding is about extending the regular game beyond its intended bounds (which we do not see yet) and therefore a great thing at a later stage.
I think it would be best, if you have a feature idea, describe it as a suggestion to be made available as part of the regular game set-up for everyone instead of tweeking it into your "personal" mod version?
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