Kingdoms Reborn

Kingdoms Reborn

Statistiche:
MODS?
Are there any plans to make the game moddable?
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Mods should be available after the game is done. Later, there are a couple of major updates a year but not that many possible "game changers" like in development phase.

You have the possibility to talk directly with the developer and have some wishes, why to wait for modders in future?

From my side:
- Raw meat is ok to start with but there is needed a butcher.
- Multi-selection function e.g. to upgrade all selected houses or productions
- Manually house upgrades
- More complex production chains especially for something like the cards production. It's to easy to produce them with paper only. Coal mine + iron mine + water + Vodka (Vinegar) to create ink. A minimum number of existing houses level 5 (Engineers?) to have them active.

I didn't need a seconds Anno 1800 (I have it will all DLC) but there are nice features available to improve the game with higher long-term replay factor.
More Necro Posting :steamsad: :bandit: but I just wanted to respond the the Dev for modability. I want to mod, or play a mod that allows 2 players to manage a single civilization. Being adjacent is all well and good, but leading into the end game it gets very taxing managing a vast empire. I suppose that's a me problem, but my friend and I agreed that being able to do coop would be cool. I also generally perform better than he does, so I don't want him to feel left behind every time we play.
@Earthshine, I love the game and all the work you do with it. My gaming group of ~10 people consistently comes back to it given how it continues to be updated. Thank you!

WRT modding, I think it would be amazing if there was a config file where you could edit variables to balance the game. For example, our group finds trade to be a bit OP (why farm wheat and grind it when you can just buy wheat flour and bake it while selling spice to pay for it). This leads to a lot of trade shenanigans. It would be great to change the trade goods to be banded within +/- 50% base price vs the 10% it is now.

This is just one idea. I have seen lots of other games with config files like this and it allows people to easily tweak the game without too much work. I think something like this could survive well from game version to version.
Messaggio originale di Earthshine:
Yes, there are plans for mods.

To be honest though, that would be closer to the full release. Right now there are still more factions being worked on (Japanese, Aztec etc.), and the full release is probably going to take a while.
The reason I don’t want to support mods too early is because the mods will likely be broken through updates.
What features would you like to mod?

Great news! Modding support is like the whole new universe :steamhappy: I just wanted to share that players, or at least I, actually expect a lot of broken mods after every major update. It's a sign of the game improving rather than something negative. Many games have a constantly changing/evolving modding support structure. So mods break all the time, but they are being fixed by the active modders. Some kind of early support could bring a lot of insight and tons of feedback.
What features would you like to mod? It's hard to say what they don't want. I remember when players made requests to modders of Banished but very often they responded with hardcoded limitations. Also, some games like Rimworld or Cities skylines often incorporate the best Qol mods into the game itself.
Ultima modifica da mikeyx; 24 nov 2023, ore 15:23
I would love to see mods added to this, even before full release. It may break the mod, but the modders will update and get it fixed. I have played factorio for over a decade. It has modding from the beginning and it is one of the things that keeps the game fresh. The developers have even implemented some mods into the game.
Messaggio originale di Earthshine:
Yes, there are plans for mods.

To be honest though, that would be closer to the full release. Right now there are still more factions being worked on (Japanese, Aztec etc.), and the full release is probably going to take a while.
The reason I don’t want to support mods too early is because the mods will likely be broken through updates.

What features would you like to mod?

Can you give us a super easy casual mode for people like me? City builders have always given me issues. I guess a slow mode haha. Unless there is little learning curve in it. Also can you control where the workers go? That is the one thing that annoyed me in games like Pharaoh. These games tend to intimidate me and it keeps me from playing.
Ultima modifica da Nod; 18 giu 2024, ore 19:22
Things I would like to see modded: More items/ complexity, more pop per houses (one per upgrade), all storages have shared items (no need to micro supplies around), longer techs and bigger eras, ability to get colonies early on. This is just from my head right now, sure I could use more. I would also like to support the view that the more mods there are, the more popular the game will get.
bumping this because we need mods to keep the game alive
Messaggio originale di 'Araturo:
bumping this because we need mods to keep the game alive

I've honestly been waiting for 1.0 and mod support myself. But I agree on Mods helping keep this alive.
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