Wiki updated with modding info + video developer diary

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Inge Jones

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Looking forward to the ISerializableData.cs spec. Saving local properties was a bit of a pain in Sims modding. Well, assuming we'd not simply derived directly from another game object.
 

KR153

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I put a proof read version of the guides in the wiki and the pictures should work now, so everything should be easier to read, I hope you enjoy it!
Thanks, appreciate it. I´m in the middle of wrapping my head around that technical stuff other than modelling...
 

Klinn

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I'm so, so happy to hear that people seem satisfied with the support we're launching with :)
I'm so, so happy to find a developer and publisher that are committed to supporting the player community in this way. This is the first Paradox or CO game I've ever bought, but I have a hunch it won't be the last!
 

Inge Jones

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You'll probably understand it best from looking at someone else's mod who is used to C# modding, I think there will be some out pretty early on. I know I first learnt modding by editing someone else's to do something slightly different (for my own use of course). Visual Studio itself will reveal information about how to use the API methods if they are properly documented at source.
 

Arizal

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I might actually try to mod myself, for a change. Those tools seem so accessible!
 

Ofaloaf

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I might actually try to mod myself, for a change. Those tools seem so accessible!
Well, the modeling and asset stuff, at least. Having additional modding for paramaters and the like requiring direct tinkering with C# is making me scream internally just a little bit, but I suppse it's learnable. Scripting's scripting, it's just a matter of using the right magic words in the right order or else the genie won't do what you ask.
 

Hinforta

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Completely forgot to ask. How functionable is scripting based on C#? I mean, can one use cycles, manipulate memory, threading or for instance use LINQ functions or even for that matter go as far as set the code to be unsafe to use pointers in order to make the code more flexible? I'm not saying I need all of that, just want to know, how flexible overall scripting would be.
 
Last edited:

taylorb

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I just read in the AMA that a mod will not be able to expand city size to 25 tiles but I don't know if that is because of the way the question was worded or a language barrier/translation mishap but can someone confirm that this is possible?
 

Jokurr

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Didn't see the post in the AMA you're referring to, but the devs have repeatedly said we can go up to 25 tiles through modding, so I'd be surprised they would reverse that decision now. It's right in the FAQ.

edit: here is what the FAQ says:

Can this size be modded?
Yes. If players wish to mod some files, you can unlock this limitation and can use all 25 of the available tiles on a map. This would be 100 km2. We will not be providing technical help for those who wish to make these modifications.
 

taylorb

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Didn't see the post in the AMA you're referring to, but the devs have repeatedly said we can go up to 25 tiles through modding, so I'd be surprised they would reverse that decision now. It's right in the FAQ.

edit: here is what the FAQ says:


Ok, thank you. I quickly became worried, but there was only a few comments about it and I assumed many more people would be upset if that was the case.
 

TornPr1nc3

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Ok, thank you. I quickly became worried, but there was only a few comments about it and I assumed many more people would be upset if that was the case.
I got very confused by this as well with the wording that was used. It appears the CEO was trying to say you won't be able to mod it any further than that, but the question was "beyond the 9 through mods".
 

Jeruntje

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I couldn't find this on the wiki page. How many LOD models do we have to have for our selfmade buildings? And how many triangles should they have? Hope someone can tell me this :)