Hi Paradox!
When trying to mod the game, I find a lot of inconsistencies and hard-coded things that make it difficult to achieve what I set out to do. I understand that a lot of the time it's easier to hard-code things, or that you later add scripting support for some aspect of the game and may not remember to go through and change every instance of the game to reflect that, but I wanted to bring some of them to your attention to help make the modding process more enjoyable and workable.
As an example, I'd highly appreciate the following changes in your scripting language/modding API if at all possible:
A second suggestion I have regarding scripting adjustments is to make a yes/no flag for events that allows them to pop up immediately and without the user needing to click on the "!" button that appears at the top (and probably removing the "!" button for that event altogether). In vanilla, this would be particularly valuable for events such as when you're talking to mercenary enclaves or other such dialogue; I personally find it tedious to keep reopening the window after making each choice. For modders, this would add a robust and steamlined way to make custom menus with little to almost no effort on your part.
Thanks for your time and consideration!
When trying to mod the game, I find a lot of inconsistencies and hard-coded things that make it difficult to achieve what I set out to do. I understand that a lot of the time it's easier to hard-code things, or that you later add scripting support for some aspect of the game and may not remember to go through and change every instance of the game to reflect that, but I wanted to bring some of them to your attention to help make the modding process more enjoyable and workable.
As an example, I'd highly appreciate the following changes in your scripting language/modding API if at all possible:
- Replace any possible instances of "has_authority = auth_corporate" with the "is_megacorp" trigger
- Replace any possible instances of "has_valid_civic = civic_criminal_heritage" with the "is_criminal_syndicate" trigger
- Replace the hard-coded "is_criminal_syndicate" trigger with one in scripted_triggers, as with "is_megacorp"
A second suggestion I have regarding scripting adjustments is to make a yes/no flag for events that allows them to pop up immediately and without the user needing to click on the "!" button that appears at the top (and probably removing the "!" button for that event altogether). In vanilla, this would be particularly valuable for events such as when you're talking to mercenary enclaves or other such dialogue; I personally find it tedious to keep reopening the window after making each choice. For modders, this would add a robust and steamlined way to make custom menus with little to almost no effort on your part.
Thanks for your time and consideration!
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