Modding is intricate, methodical work that can be complex or simple, but the actual difficulty of it depends on the available information and how it's organized and presented. One modder may want to add something entirely new that uses connected tiles or animations - We need to know where to look, what to do, and what not to touch. One modder may want to change how an entity moves or behaves algorithmically - Is the code for that in one place or several places and how do we find that to base our changes on it? One modder may want to change how something already in the game looks by altering or replacing a static image - Your guide should tell us where to find all the images, how to find the correct image, how to call the new image, and what we need to know about making the new image. One modder may simply want to change a few names or the fonts used - Your guide should tell us either where this data sits, or how to find it ourselves. Off the top of my head, improvements to this guide would involve documenting that standard structure, including some of the important segments and practices within the code (where does X go, what do they use to call Y, what is the internal syntax for Z), the formats and limitations required for graphics, the formats and limitations required for audio, and the key data to allow custom additions to interact with the base game. I understand that Klei insists there is no API, but that doesn't change that there is an existing core structure to the vanilla base. It tells you how to set up the programming environment and a few best practices regarding directory structure, and lists advice for distribution, but it doesn't discuss the existing directory structure or any of the internal standards, or how to alter, avert, or make use of them. if not incomplete, as such, then very barebones. I am still trying to find ways to make the AI use planes more but have been unsuccessful sadly.Īs for AI behaviour at different levels of difficulty I do not have much idea in terms of this, there certainly appears to be differences during in a match but have not been able to find this in the files (Modding Suite).Looking through the guide, even at a glance it's apparent that it's. However there are still areas that neither I am sure of or other members of the modding community are sure of either when it comes to modding the AI, it is all just guess and check. For example I changed the IAStrat of the ASU-85M to that of a tank, at the start of the match, they bought and used it straight away compared to not purchasing it at all before hand. Therefore on a couple of trials I changed some IAStrat of some vehicles and then noticed the changes straight away. IAStrat of each unit can be changed as well, for example AI does not really make good use of the vehicle tab (only really purchase ATGM vehicles) and supply helicopters (They will never purchase under their current IAStrat). In terms of modding the AI, I did come across something in the forums which I would like to test out one day that is said to make the AI buy more higher end units rather than just mid range to lower end units, provided in the link below:
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |