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Liberty_Valance

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With only small segments of information it would be only a crude estimation on what we can do with adding races to Planetfall, what has been hinted so far that each races should change your gameplay, how that works at the moment would be just speculation. But overall it has been hinted that the future modding tools would make modding more streamline with features like the snap grabs of unit models for icons (saving a few hours in photoshop).

What we can safely assume.
What would be safe to assume is you can modify what structures you can develop, units to produce, general race traits and abilities, shading, modifying pre-existing units. Modifying the existing mechanics of the new races to suit your own.

What would be likely be included but not
guaranteed

Adding in external 3D models, a punt (but my gut tells me they would go in this direction) is this will be easier for multiple 3D applications, so users familiar with blender, maya, maybe max can import into the engine. BTW for those who dapple in 3D the new maya tools auto rigging are absolutely incredible, quick link here.

Anyway back on topic, one thing that AOW3 had was pretty powerful and only dabbled in it towards the end of modding was the racial traits selection, where you could eg a patron and pick +2 attack or a decrease in a structure cost, this feature was highly overlooked, as you could add spells a race, and spells give you alot more freedom with modding, for the insectoids was a terraforming, lesser unit summoning but you could go pretty wild with your imagination here and also give a player a choice, eg for a space human faction choose either A (air support)- Be able to summon fighters on the strategic map, and Strafe in TC, OR Ground support, Build tanks in your city and a spell/(Or whatever they call it in planetfall)


Outside of this would be just speculation, eg adding new resources, individual UI, one of the biggest difficulties for me are listed below, this is no fault to the devs, as modding wasn't initially a planned feature to be included.

Difficulties adding a new races
Personally why their were a lack of new races for AOW3 was having to create up to +30 units for class specific that didn't really add alot of individual change outside of a few race traits, adding also tedious features like each race female and male mount sfx, racial quests from memory +200 copy and paste and modifications of each, hopefully some of these features will also become more streamline.
 
Last edited:

Gloweye

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They're working on ensuring the ability to add models into the game. However, there's not gonna be guarantees over which software that will require.

There's going to be a lot of racial technology, which will (sort of? this is just what I think, not what I heard) supplment/replace racial governance.

Whether it becomes less work to edit a race...I'll bet a sweet thing even the Dev's dont really know the answer to that question yet.
 

Liberty_Valance

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Thats cool having racial tech, with alt paths to develop a race would be great. Not overly worried about how complex on how to setup i'll most likely make at least one, once the frameworks setup its pretty fun from there and just focus on its complexity.

Already toying with a few ideas
Thinking pretty heavy on a low grade human faction, using non lasers, jet fuel and nuclear tech, the vangaurd are too damn clean lookin, with just 3 types of units, marines, pilots and Engineers who are upgraded via city development, eg if you build say a harbour type structure your marines will get scooba gear but may also get shock weakness, ugrade weapons may mean a price and upkeep increase, or an alt path concription making them cheaper but lowers their stats. Multiple cities could have varied types of units depending on what upgrades you choose. New cities after certain tech could be specialised into industrialising the planet. Up until here everying above is doable, another layer of complexity would be balancing over industrialising makes the population unhappy, balance with certain green techs, as well as a galatic trade.

Other ideas would be some messed up, some kind of horror race beyond the edge of space that eats everything else, if we can make custom animations might enter your birthday to sub haha
 

sikbok

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You can expect the same from Planetfall as what you've seen from AoW3, with a bunch of improvements.

For example, I've got a case here for our lead artist to look at what's needed to support a Blender content pipeline.
However, if we'll get round to that before we ship is another matter. Luckily, there's still post release support to add things like that.

But, adding a whole race is a lot of work. There's a lot of 3d content, still a bunch of 2d content, writing, gameplay, testing, fixing stuff, some more testing, etc.
So adding a race will be easier, but still it won't be easy.
 

Fenraellis

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I imagine one of the most tricky parts of modelling is simply making sure that unit mods look right on given units. That is, if I recall correctly that many unit mods will reflect visibly on units.
 

Tombles

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The majority of mods don't change the units visually, since we wanted mods to be flexible. A kirko mod that gives a unit super thick skin will work on any biological unit, for example, making it impractical to have good visual modifications for every unit/mod combination.

So yeah, it's so tricky that we didn't actually do it except for a few exceptions like rocket packs and stuff like that.
 

Tombles

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I'm afraid that when they made the new renderer they had to change the formats of all the models, so I don't think the model data from AoW3 will load into PF. Sorry!
 

Tombles

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I think the format is just one we use internally. The main thing is that the data in the new engine is 64bit, while in the old engine it's 32bit.
 

Liberty_Valance

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The mods system with kirko skin upgrades and rocket packs sounds pretty awesome to me, could really have some great unit variety. If its still using the maya pipeline the student edition is free for 3 years, and plenty of useful tuts to get anyone with enough patience.

Would you be able to comment on how the leader customization and how it works? Eg similar to the AOW 3 Layout, with head swaps, skin using the same texture with leader outfits, that would be highly appreciated!
 

sikbok

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The mods system with kirko skin upgrades and rocket packs sounds pretty awesome to me, could really have some great unit variety. If its still using the maya pipeline the student edition is free for 3 years, and plenty of useful tuts to get anyone with enough patience.

We'd like this to be a bit easier and we'd allow you to do a bit more.
But, we'll have to see how much time we can allocate to improvements like that.

Would you be able to comment on how the leader customization and how it works? Eg similar to the AOW 3 Layout, with head swaps, skin using the same texture with leader outfits, that would be highly appreciated!

Yes, similar to AoW3. Just some details changed in setup.
 

Technogremlin

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A lot of the mod ideas I've seen have been for adding another human faction. Presumably you'd be able to reuse a lot of the textures and stuff from the existing human factions. That should save a lot of time.
 

Liberty_Valance

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Yeah theirs a tonne of good ideas out there and with some of the screenshots released by the devs i can see people with imagination who put a little time into learning to mod doing some cool stuff, i can see it would be easy modify those assembly hairstyles with the spacer units with a new texture to have a mad max faction. And no doubt someone will make space elves...


Custom models and especially in a scifi theme will allow for some pretty crazy stuff. Granted i also want to do a grounded humanoid styled faction but after that's done explore and experiment.

Having the rigs earlier would help in putting more time into doing detailed skinning, eg rigging fingers, im also wondering if theirs more facial animation with heroes that needs to be done.
 

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Yeah theirs a tonne of good ideas out there and with some of the screenshots released by the devs i can see people with imagination who put a little time into learning to mod doing some cool stuff, i can see it would be easy modify those assembly hairstyles with the spacer units with a new texture to have a mad max faction. And no doubt someone will make space elves...


Custom models and especially in a scifi theme will allow for some pretty crazy stuff. Granted i also want to do a grounded humanoid styled faction but after that's done explore and experiment.

Having the rigs earlier would help in putting more time into doing detailed skinning, eg rigging fingers, im also wondering if theirs more facial animation with heroes that needs to be done.
I bet the first new faction mods will be playable "paragons" and mutant factions that appear only in dwellings.