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Author Topic: Faction File Implementation For Modders  (Read 503 times)

Morrokain

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Faction File Implementation For Modders
« on: June 18, 2020, 06:47:11 PM »

It would be great if the faction file had weight modifiers for all its market/fleet sections similar to how variants and hulls currently work. Even blueprint packages for known ships, etc, could use a way of overriding just that portion rather than having to lock the file entirely. (Not sure if that part already works that way though, and its pretty easy to override blueprint contents themselves by using the csv files to remove the blueprint tags... so on second thought not as big of a deal with the exception that removing the tags means that any factions in Nex, for instance, that rely on those packages' contents for a new game start will be negatively affected.)

This way some factions could have a higher chance, for instance, to have rare fighters or weapons in their markets. Or a lower chance, etc. Thematically this makes sense to me.

It also solves the issue of having to override the entire faction file to remove standard vanilla weapons and fighters from showing up in faction markets. (Which means no portraits can be added, no new ships/variants/weapons, etc, for other mods adding things to vanilla factions.) Instead, I could just remove the item from spawning or being used by setting its weight to 0 - like how the buffalo2 works in many vanilla factions.

If its too much work, ah well. It would certainly be nice though!  :)
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