3rd party utilities : The future?
from
Stardock Forums
Well, I've taken a small break from writting tools for galciv after having given a big push to finish the graphic editing suite. Now I'm ready to start thinking again about new tool ideas. I've got my own ideas but what do YOU want as mod creators and mod users? What annoys you right now about mod creation / usage? I might not be able to help you with your problems / idea but if you don't suggest them we won't know for sure
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I have my own project idea : A mod manager
I've always thought it was NOT user friendly to have to edit your data files yourself. This limit the user base to ppl who aren't afraid to mess with data files directly, it's error prone since you can forget to make a backup copy and file sizes for mods are huge since modders feel they at least have to spare users archive files editing.
Let's not mention gross incompatibility problems between tech mods, id conflicts between new ships etc etc.
This program would solve all of the above. Switching mods on would be a simple question of toggling them on or off. No error and it's very user friendly. For id conflicts between different tech mods and ships it would be a simple matter of checking the tech/ship ID and changing them on the fly as they're applied to the game. File sizes would be reduced since your mod could be shipped with only the data files you need unpacked ( sprites, palettes etc ).
Comments?
[Message Edited]
I have my own project idea : A mod manager
I've always thought it was NOT user friendly to have to edit your data files yourself. This limit the user base to ppl who aren't afraid to mess with data files directly, it's error prone since you can forget to make a backup copy and file sizes for mods are huge since modders feel they at least have to spare users archive files editing.
Let's not mention gross incompatibility problems between tech mods, id conflicts between new ships etc etc.
This program would solve all of the above. Switching mods on would be a simple question of toggling them on or off. No error and it's very user friendly. For id conflicts between different tech mods and ships it would be a simple matter of checking the tech/ship ID and changing them on the fly as they're applied to the game. File sizes would be reduced since your mod could be shipped with only the data files you need unpacked ( sprites, palettes etc ).
Comments?
[Message Edited]