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Modding vs. Source Code, help getting started.


erobert
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Hello, this is my first post and would like to start by thanking every one who's worked on the game thus far. The games quality surprises me I've only now found the game.

With that said, I'm a web developer in my day job and would like to contribute some of my time to the AI of troop movements. There seems to be a great lack in documentation for those of us who'd like to get our feet wet with the games core functionality.

I'd like to know where and how I should start making my modifications to the game. I've downloaded the source files and have the test version running on my machine. If I want to pick apart the existing AI path-finding code for units and boats, should I make a mod to do this or change the games core files? I assume I can change this code without needing to recompile? Also, where are such core files even if I am to use them in a mod? There doesn't seem to be a file structure map to give me any idea what is what.

Any help you can provide would be greatly appreciated.

-erobert

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Hi Erobert. Some links:

http://trac.wildfiregames.com/wiki/GettingStarted

http://trac.wildfiregames.com/wiki/Modding_Guide

If you want to contribute to the mainline of development, you will either modify the engine (otherwise known as Pyrogenesis) or the so-called "public" mod (the default mod shipping with releases, otherwise known as 0 A.D.).

If you want to make changes to pathfinding, you have to modify the engine: https://github.com/0ad/0ad/blob/master/source/simulation2/components/CCmpPathfinder.cpp Making changes to this file does require a recompile, since it's done in C++. However, the pathfinder is subject to change in the future, so don't rely on it being stable.

If you are making an actual mod, as opposed to contributing to the mainline development, you can't really change the pathfinder, since its a core engine feature.

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