Modding Stellaris - Question to the devs.

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Summin Cool

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Specifically, how easy would it be for a person without much knowledge of coding to implement changes to the combat system, ie create firing arcs and destroyer/ corvette drones, and tech in Stellaris and make the Battle and empire AIs take into consideration of these new techs and battle strats?

Just thinking of attempting to make the mod as a nod to Sword of the stars
 

kulw

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Specifically, how easy would it be for a person without much knowledge of coding to implement changes to the combat system, ie create firing arcs and destroyer/ corvette drones, and tech in Stellaris and make the Battle and empire AIs take into consideration of these new techs and battle strats?

Just thinking of attempting to make the mod as a nod to Sword of the stars

If you look e.g. at CK2 this should be not a big problem if you dont have to see it in the battle. Then you just add modifiers to shiptypes, weapons, technologies, ... you just have to invent the system behind - the calculations. The coding to do this can be done by editing txt-files, something most people can learn easily.


also some questions to the devs:
  • Are the formats, resolution for images etc. the same like in EU4 if you want to do event-modding?
  • What're the formats for species-modding like portraits, ships, ... ?
  • Is it possible to add some more ground units through modding?
 

EmperorZelos

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The only thing you need to learn behind coding (I ALMOST WROTE COOKING!) is the general line of thinking in it. Not the actual prgramming code.
 

cedi

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As long as paradox made allowances for it you can do pretty much everything. But the problems begin if you want to do anything the developers didn't think of or didn't want you to do. These things will lack an interface and normal modding won't do any longer instead DLL injection is required, which isn't easy nor simple and requires quite a lot of time.
But if you keep away from this stuff you only need to learn paradox' pseudo programming language which is pretty simple.

(In your case it all depends on their turret class design. If that design has a field for fireing arc then you're in the clear. Otherwise...)
 

grumphie

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Specifically, how easy would it be for a person without much knowledge of coding to implement changes to the combat system, ie create firing arcs and destroyer/ corvette drones, and tech in Stellaris and make the Battle and empire AIs take into consideration of these new techs and battle strats?

Just thinking of attempting to make the mod as a nod to Sword of the stars

some things might be next to impossible(i.e. adding new mechaniocs to combat altogether), others might be a peice of cake(tweaking stats, making new components, editing tech)
 
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grumphie

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So, adding new weapons should be easy. New combat mechanics less so

pretty much. that's not to say you couldnt attempt to simulate it through existing values, but adding new stuff to the exe and editiing the AI is basicly impossible, if previous games are anything to go by.

now, if you'd make an full overhaul mod that doesnt mean you can't simulate new mechanics however. the AGOT mod team managed to make a ton of new stuff work within the confines of the tools we got. for example, you could give combat computers a chance to do something diffrent to simulate it not working properly.
 
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hyme

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@Wiz
I wish to make a mod where research takes twice as long or longer. I would also like to half leaders, ethos, traits research bonuses. I would also like to reduce by half how faster than light technologies take to reach other systems. Can we get a sneak peak at the files of where I could find thing and what lines changes them?