Modding possibilities?

Post here for questions and discussion about scenario, art and sound modding.
endrju
Cadet
Posts: 4
Joined: Fri Nov 18, 2011 11:40 pm

Modding possibilities?

Unread postby endrju » Fri Nov 18, 2011 11:55 pm

Hi there. I've got a bunch of questions for the devs. To what extent is UoC moddable? I.e. is it possible to mod something apart from the graphics? Is it possible to create new scenarios for the game at this point? If not, are you willing to add it in the future (or in the next game ;) )?

User avatar
Tomislav Uzelac
2x2 Games
Posts: 2054
Joined: Mon Apr 04, 2011 11:24 pm
Location: Zagreb, Croatia

Re: Modding possibilities?

Unread postby Tomislav Uzelac » Sat Nov 19, 2011 7:53 pm

It is probably already possible to create scenarios on your own. It's only for the bravest of modders though, as there is no editor.

But hey, even we only have about 40% of an editor at best... getting that into an "internally usable" state is high on the list of priorities for us. With that, it should be possible to ramp up creating more scenarios.

Eventually we hope to release the scenario editor to the public, but the standards for that are much higher than "internally usable" so it's not going to happen quickly.

endrju
Cadet
Posts: 4
Joined: Fri Nov 18, 2011 11:40 pm

Re: Modding possibilities?

Unread postby endrju » Sat Nov 19, 2011 9:34 pm

It is probably already possible to create scenarios on your own. It's only for the bravest of modders though, as there is no editor.


Oh. I've just found that usc and usx files are actually archives, which can be opened with Winrar. Those csv files look intimidating :D

Any kind of help or guide from you guys would be great. The more information you give, the more possible it is for people to make new stuff for your game. And of course news about the editor are great.

User avatar
Tomislav Uzelac
2x2 Games
Posts: 2054
Joined: Mon Apr 04, 2011 11:24 pm
Location: Zagreb, Croatia

Re: Modding possibilities?

Unread postby Tomislav Uzelac » Sun Nov 20, 2011 6:42 pm

Well it seems you already passed this first hurdle on your own so you should be fine ;)

Seriously, we cannot promise to support mods in any other way other than staying out of the way. We're too small a team.

endrju
Cadet
Posts: 4
Joined: Fri Nov 18, 2011 11:40 pm

Re: Modding possibilities?

Unread postby endrju » Mon Nov 21, 2011 3:38 pm

Of course. Anyways, I'll be following new developments on the modding front.

UTST
Cadet
Posts: 3
Joined: Mon Nov 28, 2011 11:26 am

Re: Modding possibilities?

Unread postby UTST » Mon Nov 28, 2011 11:45 am

First of all I would like to thank developers for the game. It is absolutely awesome and definitely a closest approach to perfect wargame as I imagine it. Special credit to supply system inventor/developer (perfect imitation IMHO!!!!). However there are some minor things which I would dare suggest to developers in order to make possibilities for modding better:

1. Would it be possible to move more than 1 unit to 1 hex since in reality German and Soviet divisions were often given less than 20 km. sectors of fronts, especially when advancing? This effect of combined concentrated strike is nearly impossible to imitate now (you may have or may not have enough Mpoints left to replace striking unit).

2. Would it be possible to add artillery units with over 1 hex artillery capability since substantial part of guns used in WW2 were actually able to shoot for more than 20 kms. Especially railroad guns - these had up to 50 km. range.

3. Is there any possibility to imitate Corpse HQ which ( if encircled or destroyed) would make you lose part of the control over the troops (very bitter situation but really common for Red Army during first stages of war).


These modifications would also make it possible to create scenarios where you operate units of regiment-battalion size easily which is a good way to attract more people to modding (and using UOC more widely).

Once again - thank you for the marvelous game.

User avatar
Tomislav Uzelac
2x2 Games
Posts: 2054
Joined: Mon Apr 04, 2011 11:24 pm
Location: Zagreb, Croatia

Re: Modding possibilities?

Unread postby Tomislav Uzelac » Mon Nov 28, 2011 2:05 pm

Hey UTST, welcome to the forums! :)

UTST wrote:1. Would it be possible to move more than 1 unit to 1 hex


This simply isn't possible, too many things depend on the "1 unit per hex" assumption. It would be an entirely new game basically.

UTST wrote:2. Would it be possible to add artillery units with over 1 hex artillery capability


We already discussed this during the beta, check this thread.

UTST wrote:3. Is there any possibility to imitate Corpse HQ which


Soviet units are already corps-level so the kind of effect you're proposing is already built-in. I understand that you're asking because you're tempted by the possibility of creating regimental-level scenarios, but I don't think this is doable in something as simple as a mod.

Hope this helps!

User avatar
Spooner
Colonel
Posts: 252
Joined: Fri Sep 09, 2011 2:43 pm
Location: UK
Contact:

Re: Modding possibilities?

Unread postby Spooner » Mon Nov 28, 2011 2:55 pm

If you wanted a different scale in a mod, you could just declare that the tiles were 5km wide and name the units as regiments (or whatever). Maybe you'd need to alter some stats though, since as the size of units reduces, so can their specialities (you could have a unit that was all tanks, whereas now I don't think anything is made up of more than 50% tanks). Admittedly, this rescaling sort of fails because the problem with artillery not being separate becomes even more apparent, but I find with separate arty units in games, all that happens is that they become elite while all your other units never advance because they keep dying, which I always found rather naff :D

Note that you already have stacking in the game (you can have 7 steps + 1 specialist in one hex. If you have two 3-step units, you can reorganise one and make a 6-step unit).
Last edited by Spooner on Mon Nov 28, 2011 2:57 pm, edited 1 time in total.

UTST
Cadet
Posts: 3
Joined: Mon Nov 28, 2011 11:26 am

Re: Modding possibilities?

Unread postby UTST » Mon Nov 28, 2011 2:56 pm

You see my evil intentions throught!!!! :)

UTST
Cadet
Posts: 3
Joined: Mon Nov 28, 2011 11:26 am

Re: Modding possibilities?

Unread postby UTST » Mon Nov 28, 2011 3:13 pm

Spooner wrote:If you wanted a different scale....


Thanks, actually if I ever get to making mods this would be the way. As to the artilery units lack of these is probably one of the most obvious things deviating from reality (where artilery was concentrated and was vulnarable to direct attack). Thought there are probably ways within the current game logic to overcome it. What is not curable thought would be the need to movein-move out units to perform attack. Unfortunately that is not what happened on battlefield. Anyway - let me reach campaign objectives and then I will have at least minimal right to "teach" developers their trade.

As to the scaling down you are completely right - just "go and rename them all" and even no need to change stats for units as far as you are preserving relevant relationships between differnet units and sides.