Posted: Thu Jun 04, 2020 6:41 pm Post subject:
New to modding community, couple questions
Hey everyone,
After seeing the source code being posted, I became really interested in trying to make mods for the game. There are a few questions I have about how to go about creating something more than just an extra unit. The first issue I see is that with everything being in one big DLL file is how more than one mod can be enabled at once? Let's say I wanted to create a new functionality to a building (lets say garrisoning), would that require me to modify BuildingClass for extra fields, as well as another constructor; or would it be best to create another class in a new file that inherits from BuildingClass (I can see this working for new buildings, but unsure about modifying old ones). Would the first step to be someone creating modding tools to help with this, or is there going to be more modding support upon release?
I guess I'm just asking if anyone can point me in the right direction about where to start with modding for someone who has reasonable programming experience, just new to modding. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Jun 04, 2020 8:38 pm Post subject:
Welcome to PPM community, MrShutCo.
Quote:
The first issue I see is that with everything being in one big DLL file is how more than one mod can be enabled at once?
I think that the game will allow you to activate and deactvate mods. It is not clear how it will be done yet.
Quote:
Let's say I wanted to create a new functionality to a building (lets say garrisoning), would that require me to modify BuildingClass for extra fields, as well as another constructor; or would it be best to create another class in a new file that inherits from BuildingClass (I can see this working for new buildings, but unsure about modifying old ones).
It depends on the buildings that would be garrisonable. I still recommend a new class for it that inherits from BuildingClass and eventually make the class of some of the existing buildings to this new class to inherit it, if you desire.
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Would the first step to be someone creating modding tools to help with this, or is there going to be more modding support upon release?
The tool for it is really Visual Studio, as far as I understand. QUICK_EDIT
I tried to use the rules.ini from the classic game, but nothing happens.
I guess we will need to wait some tool to extract the rules to mod.
The only thing i could was edit some maps in the old map editor and used them into the remastered ( i mod all the missions in the campaing mod, makind harder to beat, to have more time and fun playing) QUICK_EDIT
Sadly true the Red Alert works fine with the Rules. Another test that i made is change the "carry money" and the "build level"
The Money you can put max:100, higher will crash the map editor
The Build Level i couldnt make it work for now, still testing (started in level 15 to down and not working even putting level 9)
Maybe some day a TbEdit like tool can be made to MOD the Remastered QUICK_EDIT
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