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A minor mod that I think has potential

Posted: Mon Nov 30, 2009 11:20 am
by Darth_Teddy_Bear
I have been playing with the demo and can see great a great game in Conquest but as noted in another thread just missed the mark for me on some points for me to buy in at the current pricing.

I did some poking around to see if some of these issues might be addressed i.e. modded, looks like they cannot.

I did however play around with the buildings.xml file and was able to add a maintenance cost to the tower and the castle which shows up simply as a reduction in land revenue and make them so they could be captured. As I do not have the full game I cannot tell how this would work in the larger maps, but I think it has potential.

Another idea I toyed with was making it so markets could be only built on the plains. I like this idea as it makes certain areas of the map more valuable and will I think add more strategy to your expansions because not every tile is a great tile.
The same restriction can be done to the castle.

I also saw a much more active AI when I added income to the town. Several towns of the AI that were previously dormant came to life.

So what is the policy regarding mods and mod ideas?

Posted: Mon Nov 30, 2009 12:20 pm
by IainMcNeil
We're happy for people to mod and pass them round, but it would be best to mod the full game as the demo is not fully featured and your mod would not work for users of the full game.

We even host mods if they are good :)

Re:

Posted: Fri May 04, 2012 4:29 pm
by dan_hnnng
iainmcneil wrote:We're happy for people to mod and pass them round, but it would be best to mod the full game as the demo is not fully featured and your mod would not work for users of the full game.

We even host mods if they are good :)
Is this game highly moddable like Panzer Corps ?