Jump to content

Why in other game, mods replace content?


Lion.Kanzen
 Share

Recommended Posts

8 hours ago, Lion.Kanzen said:

Why in other games when  you make a modification, that replace content example you take a civ and replace for other and 0 A.D you don't have that problem?

Most commercial games are not built with modding in mind. They hard code a LOT of things for efficiency and wrap a lot into the game's EXE for performance. 0 a.d.'s structure is not built for performance, but rather for customizability. Both for ease of open source development and for modding potential. This is what I have gathered from poking around.

  • Like 2
Link to comment
Share on other sites

1 hour ago, Lion.Kanzen said:

Thank you Justus, somebody ask me if our mods replaces a faction, obviusly I reply and I said we can add many extra stuff, the game deal with that.

I think the game can have as many faction as we want, technically. Like, 100+ factions maybe? I am not sure what that would do to memory requirements or javascript performance though.

Edited by wowgetoffyourcellphone
Link to comment
Share on other sites

24 minutes ago, wraitii said:

I believe civilisations are rather cheap overall; templates are costly in terms of javascript memory.

Right, just having 100 civ json files would be easy. The templates for each and every civ are what would kill it. And you'd need about 4 gigs for the textures alone. haha

Edited by wowgetoffyourcellphone
  • Like 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...