
The future of modding with advanced edition
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- Posts: 7
- Joined: Tue Oct 22, 2013 7:44 am
The future of modding with advanced edition
So there was a recent update about the Advanced Edition, It said that it would be released on the 3rd of april
and I would like to know where mods and the modding community will go, and whether old mods will still work in the new update. Thanks

Nicholas Cage... because why not


- 5thHorseman
- Posts: 1665
- Joined: Sat Mar 02, 2013 2:29 am
Re: The future of modding with advanced edition
Essentially, we don't know. I figure modded ships have a pretty good chance of working in "regular edition" mode and they'll also probably work in Advanced Edition but you won't be able to buy the AE stuff.
Mods that alter more than just the ship layouts will probably either not work, or not function as intended or at the very least will need balance tweakings for AE.
Slipstream will probably still work but SuperLuminal will need to take into account all the new systems, subsystems, weapons, and augments. and the new race.
Mods that alter more than just the ship layouts will probably either not work, or not function as intended or at the very least will need balance tweakings for AE.
Slipstream will probably still work but SuperLuminal will need to take into account all the new systems, subsystems, weapons, and augments. and the new race.
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Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
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- Joined: Fri May 31, 2013 1:59 am
Re: The future of modding with advanced edition
I know i have a plan for my Reb strike corvette, it will be weaker in terms of health and lack a starting weapons system, but will have the tele, mind control, and hacking.
- Kieve
- Posts: 944
- Joined: Tue Sep 18, 2012 2:21 pm
Re: The future of modding with advanced edition
Most modded ships will "work" fine, although they will need to be updated in some fashion to account for the new systems - otherwise, you will end up purchasing systems with no slots on-board the ship. Basically, you won't have much of a problem with them if AE content is turned off.
UI changes will need to be accounted for, in a number of locations.
The function of the AE-Content Enable/Disable option means it is possible to have more than double the number of ship mods loaded at once (Type-C variants for the eight 'core' ships, plus alternate AE-Enabled versions which can, for all intents and purposes, be treated as entirely separate ship mods, depending on which file is altered).
Further use of the AE-Content toggle indicates you could in theory have two entirely separate game modes, running concurrently - a "Campaign" vs "Infinite Space" mode, if you will? (Example that readily comes to mind).
I'm quite certain there's also a huge chunk of new possibilities with events, systems, ships, and other content I haven't even begun to consider yet.
And oilfire30, because I can't PM this to you:
UI changes will need to be accounted for, in a number of locations.
The function of the AE-Content Enable/Disable option means it is possible to have more than double the number of ship mods loaded at once (Type-C variants for the eight 'core' ships, plus alternate AE-Enabled versions which can, for all intents and purposes, be treated as entirely separate ship mods, depending on which file is altered).
Further use of the AE-Content toggle indicates you could in theory have two entirely separate game modes, running concurrently - a "Campaign" vs "Infinite Space" mode, if you will? (Example that readily comes to mind).
I'm quite certain there's also a huge chunk of new possibilities with events, systems, ships, and other content I haven't even begun to consider yet.
And oilfire30, because I can't PM this to you:
Your signature image is currently a little huge and overwhelming. Please shrink it down to a more manageable size.
200px is generally about the tallest you should go, 100-150 would be better.
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- Posts: 547
- Joined: Fri May 31, 2013 1:59 am
Re: The future of modding with advanced edition
Is that quote from the pm to me a while back?
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- Joined: Tue Oct 22, 2013 7:44 am
Re: The future of modding with advanced edition
Thanks for the sugestion about the signiture, it is now 200 X 113 pxKieve wrote:Most modded ships will "work" fine, although they will need to be updated in some fashion to account for the new systems - otherwise, you will end up purchasing systems with no slots on-board the ship. Basically, you won't have much of a problem with them if AE content is turned off.
UI changes will need to be accounted for, in a number of locations.
The function of the AE-Content Enable/Disable option means it is possible to have more than double the number of ship mods loaded at once (Type-C variants for the eight 'core' ships, plus alternate AE-Enabled versions which can, for all intents and purposes, be treated as entirely separate ship mods, depending on which file is altered).
Further use of the AE-Content toggle indicates you could in theory have two entirely separate game modes, running concurrently - a "Campaign" vs "Infinite Space" mode, if you will? (Example that readily comes to mind).
I'm quite certain there's also a huge chunk of new possibilities with events, systems, ships, and other content I haven't even begun to consider yet.
And oilfire30, because I can't PM this to you:Your signature image is currently a little huge and overwhelming. Please shrink it down to a more manageable size.
200px is generally about the tallest you should go, 100-150 would be better.
Nicholas Cage... because why not

