![]() ![]() How well it plays depends on the difficulty setting chosen. The tactical AI is quite complex, and not very predictable (enough that as the developer of it I cannot always foresee what it'll do). ![]() It is unlikely we'll be able to do so in the near future.The answer here is divided to two, as there are two AIs. Q: Are you going to incorporate full modding support in the future?Ī: This requires rebuilding many aspects of the game from the ground up to be modifiable and parceled, as well as coming up with dedicated tools. That means you can technically make a 'cheat mod', but then you're only cheating yourself. You can still get achievements and go through the campaign with modified settings. Q: Do mods affect achievements or progress?Ī: No. However, you can 'merge' mods together by surgically copying and pasting specific variables from a mod into your existing file. If you're copying and pasting an entire file, then the previous changes you made to the original file would be overwritten by the new mod. Q: Can I run multiple mods as the same time?Ī: Again, these are simply text files. Notice that as these files are sometimes modified during updates, it's important to avoid accidentally removing new changes when doing so. You should keep a copy of them outside of the game's folder, and whenever there's an update, reapply them. Q: What happens to my mods when new patches/updates are released?Ī: Upon the game getting updated, the mods will be removed. txt files into a ZIP file (or, if it's just one or two files, just upload download them on their own), then just have your players find their StreamingAssets folder and replace the original files with yours. When toggled on, the game will reload all settings whenever the application gets focus.Ī: Bundle the relevant. ![]() After doing so, there will be a toggle of 'Reload Settings On Application Focus' on the bottom right corner of the screen. In order to do so, set in "Build Settings.txt" the 'Modding' value to 'true' (requires restarting the game if it is already running). This makes getting non-hero "cannon fodder" units a hassle in the current system.Ī: Yes. You cannot purchase non-hero units in town anymore, only through those specific dwellings. The AI does not factor in these buildings in its calculations and will rarely use these. You cannot stack or send these units to town immediately (ergo, you must have an open slot in your party to take a non-hero unit with you). Again, remember this is technically a cut feature. Most obviously, very old art assets and unpolished UI. While all of this technically still works, there are a few rough edges: Provided you have an open slot for them in your party and you took over that building, you could purchase a non-hero unit of a certain type and have them fight alongside you.Ĭhanging a "PreferAreaFaction" value to true would force the non-hero units you could gain after taking the dwelling to be from your faction. This variable would have been the one to determine how many of which to create of which tier.Ĭhanging these values to anything above 0 would actually place those buildings on the map. You could buy one of those units for free every week. Back in early access, you could take over buildings that generated non-hero units to fight alongside your faction. However, we recommend you use Notepad++, as it keeps the syntax and spacing of the original code, making it a smoother editing experience. txt files, you can easily edit them with any text editor. ![]() These text files are considered Streaming Assets by the engine - files loaded from outside the build itself but rather from the filesystem. If you are familiar with ".ini tweaks" in games (especially Unreal Engine ones), you'll find the process very familiar. Some examples of exposed variables are AI aggression, XP gain, cover bonuses, trait chances, the grading algorithm, as well as the amount of resources you and the AI start with. You can use this same method today to easily tweak values in the tactical and strategic layers. Originally this was a development tool, where we experimented with different values on the fly. While some settings and values in Fort Triumph are hardcoded, many are stored in plaintext files for easy editing and modding. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |