Age of Wonders: Planetfall - Dev Diary #49: Modding

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ArnoutS

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May 17, 2018
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Hi there! Age of Wonders: Planetfall has featured modding since launch day. Today we look a little closer at what is possible with the modding tools and how to get started creating mods!

The modding tools of Planetfall are very powerful, and give you the full range of tools available to our designers to make the game. They allow you to:
  • Modify existing units, as well as create entirely new ones with new art (using rigs which can be downloaded from the wiki-see below).
  • Add new units, operations, abilities, weapon mods,factions and a new language
  • Change operations, abilities, and (weapon) mods.
  • Create new recruitable heroes
  • Create an entire new race or tech
  • Change the overall gameplay rules
  • Create new planet types
  • Use Mods in combination with new Campaigns and Multiplayer.
  • Create entire new campaigns.
  • And more…!

Creating your own mods

The tools seem complex at first, but with a little bit effort, you should be able to do the basics. It is also helpful to download the example mods (see link below), no programming knowledge is required!

The following links help you start modding the game:

Modding Wiki

Modding howto add new text & new language and voice to the game

Modding: Creating a Skinned Model for the game

For this new Dev Journal we created a new guide how scripting works within Planetfall
Planetfall has a simple scripting system that enables to create custom game behavior inside a normal generated planet. The game also uses this for custom behavior to add flavor at certain events, or in campaigns.

The scripting follows the “Event condition action model” (https://en.wikipedia.org/wiki/Event_condition_action) In short this means upon certain game events, if certain conditions are met, it’s possible to do certain actions. For example: When a new turn starts (event), and the new turn is turn 2 (condition), spawn a new unit at the position of the leader of the player whose turn started (action). More information can be found here.

Example Mods Wiki

To get help with modding you can post your questions here

Mods to check out
  • Colonial Guard Race Mod - Created by Liberty_Valance this mods adds a whole new race to the game the Colonial Guard.
  • ColonialGuardMain.png
  • ExtendedCommanderCustomisation - This mod by Tibbles adds more customisation options for leaders such as extra colors, more secondary colors to select, Smoother Female faces, Kir'ko Hidden Cape, Kir'ko Full Recolored Carapace Torso 1 & 2, Vanguard slightly shinier hair, and Vanguard Valkyrie Wings.
    commander_customization.png
  • Arctic World Scenario - This mod created by JerreyRough adds in an Arctic planet type; a very boreal planet, filled with forests and mountains with some Volcanic biomes here and there.
  • Vanguard Standard Issue (Commander Customization) - Mod by im lazy, it allows the Vanguard Trooper armor to be used for commander customization for both genders and Valkyrie armor for female characters.
  • Korean Language (AoW Planetfall) - Created by Life-seeded this mod adds the Korean language to the game.
  • Vanguard Commando Mod - This mod adds a new unit into the game (re)using existing models by creating a new .rpk file. Download the mod source and check how it is done to quickly learn modding.
  • Italian Language Mod Template - This mod is a template for creating and adding the Italian Language to the game. The Quick guide: adding a new language to the game was used to create this mod. This is the template to use if you want to add a new language to the game!
  • Vanguard Red Trooper Mod - This mod demonstrates the possibility to overwrite base game content (found in .clb files) by simply adding a copy of a clb from the game into your mod.

See the Steam workshop https://steamcommunity.com/app/718850/workshop/ and Paradox Mods page https://mods.paradoxplaza.com/games/aow_planetfall for more mods!

steam_workshop.png
 
Something I have been meaning to ask regarding modding:
I do not like the random nature of Xenoplauge unit spawns. I would prefer to have some control - any control - over this. My idea however requires adding another resource. I was planning on calling it "Biomass" or "Infected Biomass".
Rather then spawning units directly, killing infected units would give you Biomass.
That biomass can then be used for special opeartions (wich are very cheap, except for the Biomass cost) to spawn/evolve units.

Of course the big question is: Can you add anotehr resource at all? Usually the resource code is pretty hardcoded.
Or is there another place where I could store a numeric "resource" that the player can look up and use?

Sorry but yes adding a whole new resource is tricky because it would require code and more importantly all kinds of interface updates.
 
Thanks for the guide, hopefully it will lead to many people making great mods.

However, I tried to follow it myself, and couldn't get the example Penguin spawn to do anything. Is the publication step mandatory? I never got it to work (due to never being able to add a thumbnail to the mod, which the mod tool makes mandatory for the publish button), so I was simply putting the content in a ZIP file in the Mods folder. However, after starting the game, the mod content doesn't seem to show up unzipped (which the mod I downloaded on Steam does).

Note that this zipping technique works on a mod I downloaded on Steam, then modified to my liking. I am able to see my changes in that mod.

Perhaps first it is good to download one of the example mods like the Vanguard Commando and unzip it in C:\Users\you\Documents\Paradox Interactive\Age of Wonders Planetfall\Mods
Then Open the Modding Tools from the Paradox Launcher. And in the Package Manager and open the VanguardCommandoMod\VanguardCommandoMod.acp and then click File -> Publish.
Start the game/Launcher again and enable the mod.
Then use this template for other mods :)

Tips.
* Publish in the Package Manager is mandatory, else the Launcher will not recognize the local mod on your disk.
* For the thumbnail I noticed saving the 512x512 png image in Microsoft Paint works best. Somehow Paint.net doesn't work sometimes.
 
I was able to download the example mod and run it, but I couldn't do the publication step because of the missing image. I tried to add the provided thumbnail.png, but it didn't do anything.

In the PackageManager log file, I have this line:
[00:00:37]cannot open file: C
[00:00:43]cannot open file: C
[00:00:54]cannot open file: C

For the 3 times I tried to add the file. For reference, the path to the thumbnail file is:
C:\Users\Étienne\Documents\Paradox Interactive\Age of Wonders Planetfall\Mods\VanguardCommando\thumbnail.png

Is it possible that the non-ASCII characters in my user name could cause problems? I already found that Windows using the comma (,) instead of the period (.) as the decimal separator prevented me from writing fractional value in resource editor.
Another possibility is that the game is installed in another hard drive (D:).

On top of that, having a second zipped mod in the Mods folder prevented me from activating the VanguardCommando mod, and I could only manage to have a single of the two active at once. So I will try keeping all of my modifications in a single mod for now.

A lot of fixes regarding filename handling have been done over the last couple of months, have you had this issue lately?