I am putting this in Suggestions rather than the Modding sub-forum because it is more of an issue with the game structure.
I rather suspect that CO did not expect the 200,000 mods, maps, assets and props that its users have developed and did not build a system to manage them within the game.
Now, to a degree, this is dependent on how users want to play the game. Some players will want to run with the default games and no add-ins. Or they will only want a few mods and/or assets, and not want to bother looking for more. At that level the game works perfectly.
BUT, our modders are not just building single items. They are, as one would expect, making use of other items, mainly props, to enhance their assets, and are also building groups of assets relating a specific area. These could be a physical area, like Berlin; vehicles, stations etc; type of building; simple props to enhance the game etc. This is very obvious when you look at the statistics - there are 152000 assets, 38000 maps, 1258 mods and 6000 other items, excluding save files.
Adding to that we find that many of them will create a Collection of items within Steam, to include not only their own items but also other items that might regard as being compatible. And then Steam will happily allow you to download the complete collection.
Now look at that from the user's viewpoint. Is he going to sort through Steam to locate just the assets that he wants or will he just download a collection, or two or three or four etc. How, as a user, can we manage the result of this within the game
What we need is a means to manage this. To be able to identify groups of items, by modder or collection, or by type of asset and then be able to make generic enable/disable changes at that level. It also needs to deal with the cases of assets being shared across multiple collections so that they do not get disabled when one of the collections is disabled. The Mods Listing (Save and load mods config) mod by CoarzFlovv does help with this, but it is limited without support in the game.
This might be delayed until C:S 2, if it appears, but it should be possible within the current game, since it can be set up to treat all existing assets as being unowned until the modder can set the requirements that the game needs to be able to manage it.
I rather suspect that CO did not expect the 200,000 mods, maps, assets and props that its users have developed and did not build a system to manage them within the game.
Now, to a degree, this is dependent on how users want to play the game. Some players will want to run with the default games and no add-ins. Or they will only want a few mods and/or assets, and not want to bother looking for more. At that level the game works perfectly.
BUT, our modders are not just building single items. They are, as one would expect, making use of other items, mainly props, to enhance their assets, and are also building groups of assets relating a specific area. These could be a physical area, like Berlin; vehicles, stations etc; type of building; simple props to enhance the game etc. This is very obvious when you look at the statistics - there are 152000 assets, 38000 maps, 1258 mods and 6000 other items, excluding save files.
Adding to that we find that many of them will create a Collection of items within Steam, to include not only their own items but also other items that might regard as being compatible. And then Steam will happily allow you to download the complete collection.
Now look at that from the user's viewpoint. Is he going to sort through Steam to locate just the assets that he wants or will he just download a collection, or two or three or four etc. How, as a user, can we manage the result of this within the game
What we need is a means to manage this. To be able to identify groups of items, by modder or collection, or by type of asset and then be able to make generic enable/disable changes at that level. It also needs to deal with the cases of assets being shared across multiple collections so that they do not get disabled when one of the collections is disabled. The Mods Listing (Save and load mods config) mod by CoarzFlovv does help with this, but it is limited without support in the game.
This might be delayed until C:S 2, if it appears, but it should be possible within the current game, since it can be set up to treat all existing assets as being unowned until the modder can set the requirements that the game needs to be able to manage it.
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