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
I support your Request, it is just very unlikely to happend !
I was asking for support for user DLLs 3 years ago when X4 was still in the making. I guess not enough people found this important so it never ended on the TODO list.
Even i created severall mods for all X3 games (for civ4 too since it was xml and py) and i don´t know anything about modding nor did i ever learn a single coding language.
There is no other game outthere in which i could have done this.
You guys have to think outside the box, especially because it´s singleplayer.
X games weren´t so successfull because only a handfull could code/write a mod, but because everyone could do it and change the game to his own liking instead of relying on a handfull mods which never pleases you 100% (everyone started with "thereshallbewings" and the Script-Editor and learned how to implement scripts).... some people even got into modding just because XML is so beginner friendly.
Some of the realy great mods which turned into official free DLCs for X3 have been created by people who never modded before and would have never tried it if the language was C++ or anything else.
Besides I am not proposing to remove XML scripts but to add support for custom DLLs. Feel the difference.
What? Why even post and not just move on then lol..
And reducing the quality of mods that helped X3 sell even many years after it released?
Sounds backwards to me.
A example of this would be like X:R when a damaged capital ship would loose its weapons and run out of sector and have its guns almost instantly repaired which would have taken up to 30 minutes if it stay in the same sector as you. Also big battles is a example of this. You have a custom fleet and fight the battle yourself you would have a different outcome than the battle being in a different sector since ships and weapons seemed to go to default combat values.
I guess you never have seen the benefit of unit testing code. Unit testing makes things so much easier just because you do not have to there to play the game and test features. You fire up a console, run the test and check the results.
Modding today is like: edit this, launch game, check if it works, repeat.
Which in my experience does not make things 'easier'.
Sure the language (XML) itself is easier to understand, but when it comes to implementation... that is something else. There are namespaces that are being ignore because the engine in some cases does not follow the rfc5261 guidelines. One element that is not supported (or simply ignored, in cases I have found myself) is patching things using the looking up XML tags by name. By id works fine, but by name it gets ignored.
But now we'r going too much on the technical element. And I do not want to de-rail the thread to much on the technical element that much (because people have a thing with just reading specific lines, and ignore the rest).
Thanks, my point exactly. People need to realize that this issue affects them as well even if you are not planning to mod the game. Bugs, crashes, and slowdowns are the direct consequence of using XML scripts. The only way to fix those problems at the moment is through rigorous manual testing. Hence people claim X4 feels like EA title with players being free testers. You cannot build a good house without a strong foundation.
As an example of an XML script have a look at this mod: https://github.com/ludsoe/TaterTrader/blob/master/aiscripts/tatertrade.xml
Good luck debugging it in any meaningful amount of time.
Let me simplify this for you then:
You are comparing an indie developer (Egosoft) vs a publisher (Paradox). As an indie developer you have the choice here to do what ever you like as an indie developer. You can set your goals the way you see fit, you can determine the cash flow, you can determine the DLC tactics and its marketing strategy...
By now, you will understand that a publisher works different.
The developers that makes a game for publishers (where paradox is a publisher, not really a developer) are very much pushed in such a direction to earn money and also pushed with deadlines and releases. Because that is (what most cases) a publisher wants because they invest into the development.
So in that case I would blame the publisher for it, not the developer and the game it has released.
And speaking about todo list, I use them too, and they are quite useful (using the quoters tactic here).
I already feel like a free tester (670+hours in). If I would re-calculate in the hours I could be doing dev stuff, I just wasted more than $25.000. If I calculated our hour standards, that would be $100 per hour, so it would be more like $67.000.
Yeah, I will just plug that stuff in to this too ;)
The good news is, they're working on fixing up the game with the same patches that will release the DLC. So there's that.
But it doesn't exactly put confidence in me about buying the season pass. Especially not for recommending it to others. I'm just hoping that when it's all said and done that it will be worth recommending and that the game will be ironed out.