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Author Topic: A Guide to Modding?  (Read 547 times)
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chenjesuwizard
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« on: February 06, 2010, 07:34:40 am »

Is there some kind of guide to tell me how to mod? I mean, I have lots of ideas but I don't expect someone else to make the mod for me, so I thought, I should make it myself. So is there?
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« Reply #1 on: February 06, 2010, 04:43:17 pm »

I assume you mean modding for UQM? There's no official guide for how to do it. Cedric might be able to give you some pointers since he is doing a mod and is quite a friendly chap. Meep-Eep over at UQM can help you, but probably only if you already know enough coding to understand his explanations.
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« Reply #2 on: February 06, 2010, 06:56:41 pm »

  I believe that one of the criteria for UQM version 1.0 is that it is optimized for (relatively) easy modding.
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Lukipela
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« Reply #3 on: February 07, 2010, 01:34:40 am »

Yeah, unfortunately that is still a long way off. 0.7 s supposed to see a reworked resource system, which I guess is a major step on the road to improved moddability. But we've ben waiting on 0.7 for a long time now.
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chenjesuwizard
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« Reply #4 on: February 07, 2010, 05:21:15 am »

thanks, I know a small amount about coding and stuff but not that much...
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« Reply #5 on: February 07, 2010, 08:11:14 am »

If you want to mod UQM, you're better off waiting for 1.0 to come out I think Smiley.
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« Reply #6 on: February 08, 2010, 11:43:31 am »

I only wish we knew when that is Sad
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chenjesuwizard
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« Reply #7 on: February 08, 2010, 12:32:23 pm »

If you want to mod UQM, you're better off waiting for 1.0 to come out I think Smiley.
Yeh, I probably will...
Thanks everyone!
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« Reply #8 on: February 08, 2010, 08:22:05 pm »

That'd be awesome. I love it on games like Duke Nuke'em or Galactic Civilizations 2 where you can just screw around with the files and change things to your liking, StarControl Timewarp was good for that.
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« Reply #9 on: February 10, 2010, 08:56:26 am »

I also would love to mod the original SC2/UQM.  So a new more easily moddable version is well worth the wait.

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