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Thread: You guys were asking for it... EIC is moddable

  1. #1
    Lead Designer -Nitro Games Kim_Soares's Avatar

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    You guys were asking for it... EIC is moddable

    Sorry about the silence, I've been occupied with first preparations for and then E3. But to make it up to you, :-), I have some news you are going to like:

    To better serve our fans, and especially you guys who are active on the forum, I'm glad to announce that EIC is now moddable. And extensively so, I might add.

    There are now dozens and dozens of items you can tune yourself. These are mainly numerical values and equivalent.

    Complete list:


    Building upgrades

    o price

    o iron

    o upkeep

    o build_time

    o // special - number of cannons defending port

    o special

    - start money depending on difficulty for player and AI

    - Campaign missions:

    o start, warning end years

    o rewards

    o Texts

    o Content: Easy, Medium, Hard

    o Users may add more or remove existing ones, game ends when there are no missions left. Game Win = success of the last mission, Game lost = failure of last campaign mission.

    - Combat experience

    o How the experience is cumulated

    o How the level is calculated as advantage in: Boarding, Load time, Cannons damage, Crew damage, morale, speed, turning arc, move range, view range

    - Diplomacy

    o Balanced point factor of value: pound, mti, war declaration, break ally, break pact, form ally, form pact, make peace.

    o Negative “damp factor” of value

    o Power balance GUI factors

    o Ally / War / pact factors in diplomacy

    o “Fear factor” of powerful companies

    o + tons of other diplomacy tuning numbers

    - Fleet commander

    o salaries

    o Skills

    - Trading

    o Easy, medium, hard factors for trading In/out prices

    - Port capturing time rules and attempt decisions for AI

    - No violence time period

    - World economy changes and limits

    - MTI productivity factors

    - Random Events

    o Annual probability of random event

    o Annual port need %

    o Parameters for each random event

    o cool down timers for each event

    - Pirates

    o Odds to build a fleet in a month

    o Odds to attack AI fleet

    - Ai nations way of spending money

    o To build ships

    o To build buildings into ports

    o Maximum budget to spend in each round

    o Trade ship warship ratio

    o Economy levels to tune the types of ships AI builds

    o From year trigger

    o Annual probability to offer

    o Odds to end pact and ally

    o War duration range in months

    o Values to all suggestions that AI will propose and evaluate

    o Cool down after player violating pacts or allys

    - Cannonballs

    o Speed

    o hull damage

    o sails damage

    o crew damage

    o heavy and light cannon variance

    o Difficulty level multipliers

    o Shooting ranges

    o Different cannon spreads

    o Auto aiming factor

    o Variance in shot lengths and directions

    - Marines shooting

    o range

    o damage

    o shoot time

    - Missions:

    o Diplomatic

    o Special order

    o Destroy fleets

    o Capture port

    o Defend port

    o Port upgrade

    o Courier mission

    o Rampaging pirate

    - Commander name pools

    o by nation by forename and surname and ship name

    - Ships

    o warship status

    o speed strategic & tactical

    o maximum_speed =

    o hitpoints hull , sails, crew

    o Max marines

    o price

    o unlockPrice

    o repairPrice

    o repairHullPrice

    o repairSailPrice

    o repairCannonPrice

    o ammoPrice

    o crewPrice

    o marinePrice

    o buildTime

    o cargo_space

    o cannon_range

    o cannons_max

    o cannon_type

    o solid_max

    o grape_max

    o chain_max

    o fire_max

    o visibility_range

    o sailing_range

    o shipyard_min

    o available_from

    o hull_low

    o hull_high

    o sail_low

    o sail_high

    o draft_min

    o draft_max

    o sail_speed

    o bank_speed

    o turn_speed

    o rudder_max

    o rudder_speed

    o rudder_damp

    o weight

    o construction_time

    - Terrain object scales

    - Ports:

    o Theme music by continent

    o Camera positions

    o Time of days

    o level of visible buildings

    o production rates of MTI per MTI area

    o MTI availability range

    o Trade items in ports ( MTI, generic, export items)

    § amount

    § port in

    § port out

    § probability

    - Trade items

    o name

    o unit

    o unit_sing

    o tradearea

    o Achievement informations triggers

    o price

    o icon position

    - Cursors

    - Visual effects

    - Fonts

    - GUI

    o layout

    o Texts

    o Language mods

    o modifications

    o Every graphic element on GUI is moddable

    o Loading screens

    - Textures of:

    o Cannonballs

    o Port characters

    o Sailors

    o Flags

    o Buoys

    o Ships

    o Sky

    o Strategic buildings

    o Port Buildings

    o Water

    o Cannons

    - Music

    - Sounds

    - Loading screen tips

    - Objects visibility/shadow/reflection ranges

    - Cannon spots

    - Sailor spots

    - DC camera spots

    - Weathers

    - Terrain textures

    - Particle textures

    - Savegames

  2. #2
    Hehe, I just knew you would come through on this if we kept bugging you about it...

    Everything I wished for is on that list - except adding new ship models (I assume we can make our own textures to existing ships but not import new 3-d models into the game...).

    But since the modding-crowd is on a roll here, I might as well ask for it:
    How 'bout letting us add new ship 3-d models to the game...?
    Come on - you know you want to...

    Anyway, this is a happy day.
    Thanks for the good news!

  3. #3
    Lead Designer -Nitro Games Kim_Soares's Avatar

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    Oh yes, textures can be modified as well.

    Replacing existing ship models or adding new ones is not possible.

    In any case, ship models are quite complex to do, with hundred of thousands of polys. In addition you have to set crew locations, cannons etc. which must be done in engine itself.

  4. #4
    Corporal Cpt.Olbaard's Avatar

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    Waw, great list of settings to change.

  5. #5
    First member of the 200k club finyou2's Avatar
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    Is these modifiable things in text files like paradox games? And is there easy commands for these or do you have to know some programming language?

  6. #6
    Great stuff! Thanks a bunch mate, this will help create an even larger community!

  7. #7
    First Lieutenant cruizer's Avatar
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    Indeed this looks like a very promising list. Looking forward to tweaking the game.

    Why the change of heart? Initially, when Lighthouse was the producer, we were told it would not be moddable.
    Greg.
    Last edited by cruizer; 09-06-2009 at 15:54.

  8. #8
    Second Lieutenant Digby_Chinless's Avatar

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    This is fantastic. Thank you very very much Kim, please pass on the fans thanks to those at Nitro who did the work.

    I think one of the things people will want to do is modify the online game. This brings problems in that two games with different mods or changes won't be compatible. There is also the issue of cheating with perhaps a player altering some ship characteristics in his database... how can such things be prevented.

    I like the categories for 'cannons' which allows us to increase or reduce the damage their shots do - this helps those of us who want a slower paced game to do a mod for that, also the 'ships' category shows turn rates and reducing those will prodice a more tactical game.

    Is there a way we can reduce the speed at whch sails can be set or furled. In practice this was a very slow task, requiring much of the crew. It has been terribly simplified for gameplay purposes but I would like to be able to modify the amount of time this takes.

    Can the speed at which guns are reloaded to modified too please?

    For me, for a more realistic online battle experience, the things I would like to be able to change are:

    Cannon reload time
    Cannon shot damage amount
    Ships ability to absorb damage
    Speed at which sails are set and furled
    Ship speed
    Ship turn rate
    Wind effects, making it harder/slower to sail into the wind
    Crew morale and efficiency

    Those eight factors are all I need to get at to make the game's battle completely different

    Also, final request - can we rename ships in online games?

    But even so, thank you for this, it's very welcome and very unexpected!

  9. #9
    Field Marshal Palisadoes's Avatar
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    Ahh this is great!

  10. #10
    Lord High Admiral merlin2199's Avatar
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    Well, I'll be taking a crack at them textures

    One question though, will new ship models be allowed to be added onto the game? As a former PotBS player with 3d modeling skills, that might be an option down the line. Maybe even do some side work for y'all

    I'm sure the guys at Pirates Ahoy will be glad to read this list if you post there Kim. They are likely to be a solid fan base alongside Paradoxians

    EDIT: As a tease, here's what I was able to do for EU3's warships. Imagine with a larger texture!
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  11. #11
    Field Marshal Palisadoes's Avatar
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    Quote Originally Posted by merlin2199 View Post
    As a tease, here's what I was able to do for EU3's warships. Imagine with a larger texture!
    Nice work!

  12. #12
    Second Lieutenant Digby_Chinless's Avatar

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    What game are those ships from? It looks to me like your learning curve might be a bit steep if you want to reskin EIC ship models

  13. #13
    Lord High Admiral merlin2199's Avatar
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    Quote Originally Posted by Digby_Chinless View Post
    What game are those ships from? It looks to me like your learning curve might be a bit steep if you want to reskin EIC ship models
    Those are from EU3, part of my graphics mod for the game. I've already dome some work for Age of Pirates, reskining several ships. Similar principles apply though in larger scale, which brings much more detail and is a lot of fun.
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  14. #14
    Second Lieutenant Digby_Chinless's Avatar

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    Mm, yes LOTS more detail in an EIC ship model. Gazillions more polys.

  15. #15
    Excellent news. I'm sure this game will be modded extensively, and a very active community will emerge from this. Simply great, with the potential of this engine.

    From what I saw in the preview, cannon reload times and damage will have to be fixed from the start.

  16. #16
    Second Lieutenant Digby_Chinless's Avatar

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    Global Explorer, sounds like you and I are on the same page. Perhaps we need to create an EIC Realistic Mod community? We could do it here or create our own board. Drop me a note if you are interested, same goes for anyone else.

  17. #17
    Second Lieutenant Lysander13's Avatar
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    Quote Originally Posted by merlin2199 View Post
    Well, I'll be taking a crack at them textures

    One question though, will new ship models be allowed to be added onto the game? As a former PotBS player with 3d modeling skills, that might be an option down the line. Maybe even do some side work for y'all

    I'm sure the guys at Pirates Ahoy will be glad to read this list if you post there Kim. They are likely to be a solid fan base alongside Paradoxians

    EDIT: As a tease, here's what I was able to do for EU3's warships. Imagine with a larger texture!
    Very nice work merlin. Can't believe i haven't seen this before over on the EU3 forum. Good stuff mate!

    Originally Posted by GlobalExplorer
    Excellent news. I'm sure this game will be modded extensively, and a very active community will emerge from this. Simply great, with the potential of this engine.
    Excellent news indeed. I find myself looking forward to this title more and more by the day. Having an active and vibrant modding community can only mean good things for this title. Very happy to see the devs of EIC have decided the game will now be moddable. Great decision, IMO.

  18. #18
    Corporal

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    great to see that eic will be moddable
    and if i unnderstand this right then we can make our own campains
    - Campaign missions:

    o start, warning end years

    o rewards

    o Texts

    o Content: Easy, Medium, Hard

    o Users may add more or remove existing ones, game ends when there are no missions left. Game Win = success of the last mission, Game lost = failure of last campaign mission.
    so i think we can also mod an endless mission or a long time mission^^

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