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Author Topic: A different way of looking at mods?  (Read 4157 times)

ChrisH

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A different way of looking at mods?
« on: December 19, 2015, 12:50:04 PM »

My fellow Admirals

I've quite fallen in love with playing the mod called "Starsector +". It has made the game get a sense of purpose of that "Perfect mod balance"

Now, I have only tried modding XCOM Long War to my own specifications in the past, but I feel that the modding availability in Starsector, may actually be much greater than that of the Long War.

I'm a great space fan. I think i've binge watched Stargate and various other space and sci-fi related shows about 10 times over. All those hours in Cryo getting from one galaxy to another. It's good that Earth has such a talented actor-genepool.

Now, the problem that Starsector has, is that it is an early stage game. The Outposts mechanic is something I look forward to, but I think that the modder community can do a lot if we can introduce some new functions.
Please be aware through reading this, that I have about 0 modding experience with Starsector - These things may already be possible

What i'm looking for is being able to mod the following parts into the game.

  • Quests that are activated at a certain planet, quests can have game mechanic variables as a requirement (Skill, Date and or time, ship, money, previous quest completion, X number of credits obtained from bounties etc.)
  • Availability to set certain requirements for quests. (Time in days to complete, fleet commanders to destroy, goods or ships to deliver to planets , etc.)
  • I need a function to create a point in space that has a dialogue, and the function to spawn quests given certain parameters at this point in space - Much like the solar panel things many planets have, just with a dialogue and as many functions as possible.

Take a walk in my web of thoughts

Come closer little spider....

I want to create a mod, that is like a DLC, or whatever you may want to call it.

Each mod may include several factions, unique ships or whatever.
Each mod is designed to be played like a questline, a mission, a gamepack or whatever.
This allows me, The Puppet Master to think up crazy scenarios, quest lines, characters and stories to enlighten this community with.

Each mod also has a win-condition, allowing me to challenge the community to become better admirals, using their skills in battle, as well as in dealing with corporate manipulation and otherworldly beings.

So, let's get a talk going. Which of these things can already be done, and which of them would we need to kindly ask the Creator for in our nightly prayers?


WHAT SAY YOU?
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speeder

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Re: A different way of looking at mods?
« Reply #1 on: December 19, 2015, 03:51:53 PM »

I think there are two things you want to know:

1) Is it possible? It looks like that yes.

2) Is it reasonable to do? Unfortunately, no... for most part the campaign is still heavily WIP, until recently the only relevant part of the game was the combat missions on the main menu, and modding the campaign suck, most of it is hardcoded and obfuscated.
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ChrisH

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Re: A different way of looking at mods?
« Reply #2 on: December 19, 2015, 07:48:20 PM »

2) Is it reasonable to do? Unfortunately, no... for most part the campaign is still heavily WIP, until recently the only relevant part of the game was the combat missions on the main menu, and modding the campaign suck, most of it is hardcoded and obfuscated.

Do the creators realize that by freeing those aspects up, they allow for a whole new world of opportunity to arise?
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Clockwork Owl

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Re: A different way of looking at mods?
« Reply #3 on: December 19, 2015, 08:08:14 PM »

I'm sure he do. Just prioritizing base game.
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Alex

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Re: A different way of looking at mods?
« Reply #4 on: December 19, 2015, 08:10:38 PM »

Do the creators realize that by freeing those aspects up, they allow for a whole new world of opportunity to arise?

Hi - this is all very much doable and set up to be fairly easy, provided you have a baseline level of Java experience. (And has been done by several mods to varying degrees, afaik.)

2) Is it reasonable to do? Unfortunately, no... for most part the campaign is still heavily WIP, until recently the only relevant part of the game was the combat missions on the main menu, and modding the campaign suck, most of it is hardcoded and obfuscated.

This is ... well, factually incorrect. E.G. the game has been more than "missions on the main menu" for, like 2+ years. You're just trying to revamp the economy, which is not something that was designed to be easy to mod - but, as I replied in your other thread, it should still be possible to replace entirely too. It's not going to be easy, but writing an economic system from scratch just isn't.

The stuff the OP is asking about is all specifically set up to be easy to mod.
« Last Edit: December 19, 2015, 08:13:09 PM by Alex »
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ChrisH

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Re: A different way of looking at mods?
« Reply #5 on: December 19, 2015, 08:36:50 PM »

Do the creators realize that by freeing those aspects up, they allow for a whole new world of opportunity to arise?

The stuff the OP is asking about is all specifically set up to be easy to mod.

Yeah I could imagine that these kind of features were things "you were gonna need anyway" so it's good to know that it's been taken care of.

Unfortunately, I would have to learn everything from scratch, including how to overwrite the economy, so I'll be a fly on the wall in the modding community over the next few weeks.
It's rare to find games that have more than 40 hours of singleplayer gameplay, but I believe that with an active modding community and these features, you have the potential to make thousands of hours of different singleplayer campaigns.

Each mod is a campaign - That's my overall idea.
Right now, each mod is a faction. That focus is wrong in my honest opinion. A mod can be much more than a bunch of cool ships you've made yourself.


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Pushover

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Re: A different way of looking at mods?
« Reply #6 on: December 19, 2015, 08:49:25 PM »

The other problem is that doing something long/big, such as Long War, will break every time Alex makes a big update. I doubt that the Long War creators would have bothered trying to create it if they would have to redo a lot of their work every few months. I can only guess as to the amount of time people have spent in the past few weeks to get everything working again.
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speeder

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Re: A different way of looking at mods?
« Reply #7 on: December 20, 2015, 03:57:58 AM »

2) Is it reasonable to do? Unfortunately, no... for most part the campaign is still heavily WIP, until recently the only relevant part of the game was the combat missions on the main menu, and modding the campaign suck, most of it is hardcoded and obfuscated.

This is ... well, factually incorrect. E.G. the game has been more than "missions on the main menu" for, like 2+ years. You're just trying to revamp the economy, which is not something that was designed to be easy to mod - but, as I replied in your other thread, it should still be possible to replace entirely too. It's not going to be easy, but writing an economic system from scratch just isn't.

The stuff the OP is asking about is all specifically set up to be easy to mod.

I know, what I mean is that the campaign is relative to the rest of the game rather new, for example the mission system was added on this release, until recently the only way to do missions were using workarounds with the dialog screens, or events and market conditions.

I assume that since the mission system is new, it is probably not done (yet), and this also applies to many other features a modder like the OP would want.


Still, there has been great progress, when the campaign was first released (without nothing to do yet, and having only a single star system) was when I bought the game, because I liked the way it was going :)

Still to the op: What you want to do can be done, but in my personal opinion you should wait at least until the mission system is fully done and tested.

Unless you are batshit crazy and want to mod the unmoddable (like me...) or risk having to redo your mod when the game updates (like will certainly happen to my mod, and like it happened in the past to Uomoz, SS+, Exerelin, and so on...)
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