[QUESTIONS] Limits of Modding
Posted: Fri Feb 20, 2015 12:09 am
Hey everybody! I have returned!
Seeing how I've picked up development on my mod again (which has also led to it going from a few ships to a full-blown total conversion mod) I had several questions about the limitations of modding before embarking on my quest...
1) CAN I CHANGE ACHIEVEMENTS/UNLOCK REQUIREMENTS?
The ships I'm going to be releasing will take the places of all stock ships, so is it possible to have them become unlocked by different means as well? If so, how? Also, can the achievement icon/text/etc. also be changed to be more informative?
2) CAN I CHANGE THE NUMBER OF SECTORS/FINAL BOSS ENCOUNTER IN ANY WAY?
I don't want to divulge too much in the way of details, but the mod is effectively a whole new story arc, therefore, I'll need the ability to create my own events/encounters/etc. Is it possible to change the number of sectors the player visits before the final boss/and the boss itself?
3) CAN I CREATE NEW MENU TABS/OPTIONS/FEATURES?
The XML coding of FTL seems to be incredibly flexible (perhaps to a novice modder, deceptively so?). An example of this is that I want to include a Galactic Encyclopedia (complete with Lore, Tips and Info pertaining to new content) and was resolved on including that separately in a readme file. However, I got to thinking, and am wondering, is it possible to have it be a part of the game itself?
4) WHAT IS THE LIMIT OF CUSTOM EVENTS?
I've seen much of the Captain's Edition, so I'm aware of FTL's capacity for change. One event I encountered recently (assuming its new with AE) involved an Engi virus reconstructing one of my crew, and I thought "that's awesome!" so I'm wondering, how much control do we have over events, event progression, encounters and rewards? General question, but I'll accept an equally general answer.
I appreciate the help! (BTW, on the subject, how difficult was all of that custom content for Captain's Edition?)
Seeing how I've picked up development on my mod again (which has also led to it going from a few ships to a full-blown total conversion mod) I had several questions about the limitations of modding before embarking on my quest...
1) CAN I CHANGE ACHIEVEMENTS/UNLOCK REQUIREMENTS?
The ships I'm going to be releasing will take the places of all stock ships, so is it possible to have them become unlocked by different means as well? If so, how? Also, can the achievement icon/text/etc. also be changed to be more informative?
2) CAN I CHANGE THE NUMBER OF SECTORS/FINAL BOSS ENCOUNTER IN ANY WAY?
I don't want to divulge too much in the way of details, but the mod is effectively a whole new story arc, therefore, I'll need the ability to create my own events/encounters/etc. Is it possible to change the number of sectors the player visits before the final boss/and the boss itself?
3) CAN I CREATE NEW MENU TABS/OPTIONS/FEATURES?
The XML coding of FTL seems to be incredibly flexible (perhaps to a novice modder, deceptively so?). An example of this is that I want to include a Galactic Encyclopedia (complete with Lore, Tips and Info pertaining to new content) and was resolved on including that separately in a readme file. However, I got to thinking, and am wondering, is it possible to have it be a part of the game itself?
4) WHAT IS THE LIMIT OF CUSTOM EVENTS?
I've seen much of the Captain's Edition, so I'm aware of FTL's capacity for change. One event I encountered recently (assuming its new with AE) involved an Engi virus reconstructing one of my crew, and I thought "that's awesome!" so I'm wondering, how much control do we have over events, event progression, encounters and rewards? General question, but I'll accept an equally general answer.
I appreciate the help! (BTW, on the subject, how difficult was all of that custom content for Captain's Edition?)