Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
To check if the game has been compiled into native;
Navigate to your Steam library:
Does the following file exist?
steamapps\common\Millennia\Millennia_Data\Managed\Assembly-CSharp.dll
If so, they haven't compiled down to native, and the game can be easily & extensively modded.
However, if the following folder exists, then they've compiled to native, and modding is going to be significantly more restrictive:
steamapps\common\Millennia\Millennia_Data\il2cpp_data\
exists
The code that parsed the config file "DevConfig.txt" in the demo build has been removed from the release build, thereby removing the end user's ability to set the EnableConsole flag.
It can still be modded back in, but requires code modification to do so.
Having either modability or an in-game console is normally a strong selling point to me. And personally, I'd rather have the console if they're going to be releasing mod-breaking updates five, six, seven years after release like Bannerlord and MechWarrior V.
All of my playtime so far has been me following leads to re-enable the console while the game was running. I was counting on the console to substitute for lack of modability and gameplay customization because I had little confidence that the gameplay alone would be adequate. I'm surprised they didn't preserve that feature at release if they wanted to cultivate a modding community.
I can understand why they disabled it as it wasn't production-quality, unlike the console found in Clausewitz Engine games.
It would be quite easy for someone suitably motivated to create a distributable mod using a framework such as MelonLoader, which either re-enabled the console permanently (by simply toggling ADevConfig.EnableConsole), or reintroduced the DevConfig.txt parsing code that's been stripped out. (which would also allow control over the myriad of other debug flags the game has)
Alternatively, if you're only interested in enabling it for yourself, I'd point you towards https://github.com/dnSpyEx.
With it you can modify the game's Assembly-CSharp.dll directly.
The changes would not be portable (without sharing the entire modified dll [don't do that]), but it'd take just a few seconds to do.
Edit: Give me a chance to figure it out for myself though!
Have they at any point "PROMISED" mods?, and why have they removed console commands?
I set "public static bool EnableConsole = true" and I saved it properly as far as I can tell, but pressing ~ doesn't do anything. Maybe the keybind was unset or there's something else I need to enable or the game is ignoring ADevConfig for some reason?
They did promise modability though.