Rudankort wrote:
Merging equipment files is not easy, to be sure. Even if a column with version is added, you still need to track and copy all new entries manually. And if some unit is not new, but changed since the last version, you need to track and copy that as well. And if you changed that unit in your custom file too, you would need to figure out what changed exactly, and then basically "merge" your own changes and official changes in that unit. Hmm... Did you guys try to use WinMerge or a similar tool to do the merging of equipment files? It should be able to automate merging process for you, and it would also show all changes in the file in a convenient form.
Automation and managing changes to units the update also changed are tricky, yes, but having a "last touched" column is something that should cause VERY little additional workload and thus should be done.
Everything else, we'll see. Someone could write a software to handle these cases automatically, but that can be done by anyone who knows how to program, it mustn't been done by you. So just make such column and be done with it already!
Why the heck do you keep trying to impose additional workload on yourself when we are trying to keep it away from you?
Rudankort wrote:
My view of the situation is this. There are two fundamental problems with user mods.
- They are not easily accessible. You cannot access them in game, you need to do something else. From this point of view a newsletter is not much better than the forum - many people will not subscribe (and there is no way to access all the crowd which already owns the game - the peak of sales was during the first months), and people who subscribe in the future will miss previous issues of the newsletter. The only real way to solve this is to have a certain mechanism to access mods inside the game. We have discussed this internally many times, and such mechanism is desirable for DLC content too, so if it is implemented, why not extend it to support user mods. This is a technical problem, and so one for us to address, there is not much community can do to help here.
- They are very hard to choose. This is another fundamental problem. Even I would have difficulty to choose the right campaign from all mods available now, and this problem will become only worse as more content is developed. There is no easy way to find complete, well-tested, well-balanced and fun to play campaigns. I've just opened the modding forum now, and I don't even see a full list of all available campaigns in one place. This is not to say it is not available, but a quick glance did not reveal it. So yeah, this is another problem which needs a solution. Even if mods will be accessible inside the game, we would still need to pick the best ones, because listing everything there, including poor quality and incomplete mods, is not an option. And this is where the community could help immensely. That is basically what I asked above - let us know what mods deserve to be promoted to players out there, and we shall see what we can do about this.
These are good points, but it was partially addressed in the thread I linked to. VPaulus linked to it again, for good measure. Still, appearently you didn't have a chance to click on either link yet.
To give you a summary:
- Yeah, there should be a one-click format supported by PzC which can run mods on their own, without end-user interaction. No conflict handling is neccessary, just a "use modded file if present, otherwise use original file" mechanic.
Essentially, a GME-light. Shouldn't be too hard to code.
- A "spotlight" window on the PzC launcher or the main screen would be great. Should be possible, considering the whole UI is build on HTML files. Here, mostly the DLCs should be promoted, but also good mods, occasionally.
An ingame mod-browser like in BA would be even better, but it really depends on how much work that'd be for you guys.
- Picking valuable mods is indeed a problem, and I don't have an easy answer for you. Maybe pick someone or a few guys to test the mods (like a game reviewer would test a game) and offer them something as a little compensation - again, it could be something like the occasional free DLC or a $5 discount voucher, nothing that will be costy to Slitherine, but just a little something "symbolic" to show that or these person(s) that their services are being valued.
We're in a little catch-22 there, I guess - mods are not being played enough because too few people know about them / are willing to test them, but we can't make recommend mods to people because too few people can vouch for their quality.
Finally, allow me a little egoistical note (skip this at will): I think what often elevates modding community awareness is: outstanding mods. I wouldn't want to belittle the great efforts of the existing modders (you guys all do a great job!), but they can only do so much - essentially more-of-the-same, like the DLCs. The engine doesn't allow much more.
I've been preaching it long ago, modders need TONS of more options to do crazy stuff. I was working on a pretty ambitious mod that would have required only a few minor new flags (I'm not one to expect spectacular engine changes), and IIRC only features that are already in the game, only tied to certain unit types. For example, the battleship's ability to do direct-damage across multiple tiles or the scout's ability to move, stop, and move on. Nothing fancy, really.
I was going to open a thread about it, but by that time, you'd - poof - all of a sudden bid us all farewell and went on a half year creativity break (at least that's how it was communicated).
At that point, I stopped all scenario based modding, words can hardly describe how discouraged I was. I don't think I've started the scenario editor since.
Many such subtle changes were held out in prospect before you left, but nothing has happened then or since. So, no groundbreaking, exciting mods can be created.
Please, for the sake of all modders, consider at least laying bare some additional stuff that would not have to be implemented from the ground up but already is in the game.
And maybe occasionally read up on and post at least in threads you started yourself, like the AI discussion thread. If you can't spare the time, I'm sure you can get a mod or something to compile a list for you every now and then and handle the communication - we all understand (and appreciate it) when you're busy working on the game.
It's not only the "public" that ignores most mods and modders, it's the developer(s), too.
End of rant.
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rezaf