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5 Modding Changes We Would Like To See Implemented By Stardock

5 Modding Changes We Would Like To See Implemented By Stardock

As per Frogboy's request, I'm creating this post so that each community member may list up to 5 items related to modding We (read Modders) each would like to see implemented by Stardock. 

1. This does not mean Stardock will ever do anything about making fundamental modding changes to their Elemental franchise.  It should simply be seen as a wishlist of things We would appreciate from the developers to make our lives a bit easier during the modding process. 

2. We understand that We are an underwhelming minority of the game's users, and We respect the fact that altering modding tools takes labor-hours and thus cash to support.  Therefore the issues presented and the changes asked for ought to be reasonable in this respect.  However, We are not game developers ourselves, thus We respectfully ask that Stardock try to communicate issues like feasability and impact with us whenever possible.

3. Keep each item as detailed and to the point as possible; including specific examples whenever possible will only help our case. 

123,859 views 51 replies
Reply #51 Top

Quoting tjashen, reply 50

 To summarize, what I'd like to see is:

1) More calculations made available to modders.  Limiting the number of times a calculation is made (once a turn or whatever) should keep CPU overhead within reasonable limits.

2) A 'Bible' explaining how the underlying calculations are done.

3) Access to more of the underlying calculations, so we can adjust these if we so choose for our mods.  Changes restricted within the mod folder, of course.

4) A Wiki or whatever of all terms/tags used in Elemental, where they are found, and how they work.

5) Work towards consolidating/streamlining terms/tags in future versions of Elemental where possible.  Why change 3 files when it can be done in 1?  This won't always be practical, but it'd be nice to not have to search/modify dozens of files to make a specific change/add a new effect or item.

Very good points. I agree with all of them.

1) We definitely need variables that can be used to store values. There are some clever workarounds that work for some cases, but as you say they involve doing a lot of extra work, and yet there are things that simply can't be done.

3) If we can't access this then mods will be limited for the most part to just add some variations of the same stuff. Don't get me wrong, I have lots of respect for modders who had new items, units, and such. But if you really want to introduce something new and different that changes the game, possibilities are much more limited.

5) Yes, that's a bit of a nightmare