Lord Shadow
Admiral
- Joined
- Oct 14, 2005
- Messages
- 2,177
So I've been delving into the files some, trying to find out what I'd need to do to make my sponsor mod compatible with Rising Tide.
At first glance it seems it'll take a considerable amount of work, since the new traits are completely different from the old ones, XML-wise, and the data is rather all over the place.
From what I could gather, it seems factions have a "personality", which is referenced to in another file and linked to a "personality trait", which is defined, given levels and associated with "foreign policies" (agreements) and "player perks" (the actual effect on the sponsor). All in different sections of that one file. Then it's referenced to in the player perks file, which also references foreign policies and assigns them their effects. Foreign policies are defined in yet another file. Then there's also scripts referenced to some traits and personalities, which I glanced upon and couldn't make heads or tails of. Most of them do... nothing?
So it's a big mess, with data sprinkled all over several files and many sections.
Then there's all the diplomacy text, every little reaction for every little thing the player does that the sponsor leader might want to comment on. I haven't really looked into that structure, though. I need a break after examining the other one.
I'm sure the structures will start to make more sense the longer I stare at them, but it all looks very inefficiently organized, with unnecessary extra "steps" here and there, and the occasional apparent dead end. I get the feeling people won't be making sponsors by the dozens from here on out. At least not fully unique, fleshed out ones. But then, the game pools all the default sponsors' data together, so once someone manages to extract and build a structure for the stuff a single custom sponsor would use, it'd be a nice template and make things easier.
Thoughts appreciated.
At first glance it seems it'll take a considerable amount of work, since the new traits are completely different from the old ones, XML-wise, and the data is rather all over the place.
From what I could gather, it seems factions have a "personality", which is referenced to in another file and linked to a "personality trait", which is defined, given levels and associated with "foreign policies" (agreements) and "player perks" (the actual effect on the sponsor). All in different sections of that one file. Then it's referenced to in the player perks file, which also references foreign policies and assigns them their effects. Foreign policies are defined in yet another file. Then there's also scripts referenced to some traits and personalities, which I glanced upon and couldn't make heads or tails of. Most of them do... nothing?
So it's a big mess, with data sprinkled all over several files and many sections.
Then there's all the diplomacy text, every little reaction for every little thing the player does that the sponsor leader might want to comment on. I haven't really looked into that structure, though. I need a break after examining the other one.
I'm sure the structures will start to make more sense the longer I stare at them, but it all looks very inefficiently organized, with unnecessary extra "steps" here and there, and the occasional apparent dead end. I get the feeling people won't be making sponsors by the dozens from here on out. At least not fully unique, fleshed out ones. But then, the game pools all the default sponsors' data together, so once someone manages to extract and build a structure for the stuff a single custom sponsor would use, it'd be a nice template and make things easier.
Thoughts appreciated.