Since it's their game and want to produce content for it the former is the obvious answer. They've basically stated that they can either continue to make (usually free) content for their game that everyone can use or mod tools for content that only a few will use. Turned out that was a giant waste of time and money as no one made anything significant. Their first game, Act of War, had mod tools released after a lot of people clamored for it for a long time. They've stated that if they are to release map tools they need to simplyfy them and make them usefull to people who aren't familiar with it.Ģ: Eugen has burned themselves on making modtools for their games before. Lotta people talking nonsense about reasons why there are no map tools.ġ: Eugens internal mapmaking tools for IRISZOOM (the wargame engine originally built by eugen for RUSE) are in-house and VERY user-unfriendly (this has been confirmed by modders who have had a look at the mapfiles). Imagine possible to doing scenario? Syrian war? ukraine? I know that sometimes there can be some really dificult technical problem, the company could state something about it! I really like this game and i think has a huge potential by embracing the mod cuture. See top 50 played games in steam chart, or its a multiplayer game or its mod friendly game, when not both!! If this company really want boost this game they should embrace modifications abilities.Įither taking in account technical issues, a lot of games companies under evaluate custom assets importance for games today, see kerbal space program with a very friendly mod support the game is skyrocketing, mount and blade, Civ V, Skyrim as well. 4) Navigate to the following directory: Program Files\steam\steamapps\common\Wargame Red Dragon\Data\Wargame\PC\510064564 (because the last version of the game is the 564/b) 5) Select the NDFWin.dat file and click on open 6) You'll now have a long list of files in front of you. One can see a lot on ARMA games that came from MOD inspiration. I played series ARMA since it was Operation Flashpoint. Though it's not the company's declaring that, but let's consider this, if so, the problem it's a bussiness policy or technical.Īs said in the quoted post, ARMA has benefited A LOT from mod and custom assets. See the "Factory" variable for a cleaner categorization variable.Originally posted by GrandHardy:It has been stated before that they own all the rights etc. Wargame does not have a convenient fog of war that shows you where enemies might be. Given that fact, it is doubtful that this variable has effect on gameplay. The scattershot nature of the categorizations seems to imply that at one point the categorizations were of units of specific types, but balancing patches which moved these units around categories seem not to have included updates to this variable, introducing inaccuracies. What unit gets placed in what category does not appear to follow any logic, and this variable is safe to ignore. Gameplay takes priority, staying close to vanilla abstractions, but doctrinal and technological authenticity is strongly considered. This variable does nothing in-game, however, is not editable, and is often (in 485 cases, as of writing) simply "null".Īnother categorization variable, filled in with a number between 1 and 6. A second hash with the same name stored in the UnitType submodule, which we will get to later, controls the unit's name in-game.Ī better-formed name for the unit that appears, in most cases, to be a copy of NameInMenuToken. It needs to be noted that this piece of text corresponds to the name in the armory screen only. Thus you can change this yourself by editing this hash or by creating new ones and refering to them using the Modding Suite. \newcommand in particular contains all of the English-language menu texts, and if you for example look up our Dana's 8E14D59D2C0F8600 hash in this table you will find that it is, indeed, called the DANA in-game.
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