Fallen Enchantress: Scripting support?
Anyone know yet? I presume there won't be any.
Anyone know yet? I presume there won't be any.
I guess no one knows, in which case, are the dev staff willing to say?
still got 7 months to go before they plan on releasing the game, it's entirely up to the developers if they want to shed some light on it. If not so be it, maybe they wanna keep stuff under wraps for now and not give us too much info. The more info and stuff they give us the more we will want it and demand it. I've seen it happen when people start making mods that are extremely popular
I'm guessing no for right now. I'm guessing scripting support won't come until the third "expansion". I think it's one of those things of trying to make the best game they can right off the bat, then worry about scripting support afterwards. They're doing a lot to make sure things are moddable by XML right now, and if they keep going with that idea, scripting may not be as necessary (though there are always things you'll probably want to change which would require scripting). As a modder, I would be fine if that were to wait until later on in the Elemental life. As long as what we can do with the XML expands. Even right now, some cool stuff can be done, even with the headaches that occur. ![]()
I've been waiting to hear a substantive response to this question as well. The WoM tools are apparently still under development. I assume that the back-end is the same so any tools developed for WoM will be fully transferable to FE. It would be nice if someone from the team could chime in and tell us the current status and scope of the mod tools.
Elemental's mod tools were originally supposed to be fairly powerful - which obviously assumes scripting capabilities. IIRC Brad was even planning to take a couple of months off after the game's release to make his own dungeon crawler using the game's mod tools.
Depends. If adding scripting support ends up require any amount of restructuring, then the sooner it is in the less painful it will be (less stuff around to break).
do gotta remember... scripting is a HUGE pain in the ass...
No I have no idea how to script... but I know enough about it after spending a lot of time playing a game that has oodles and oodles of scripts. X3: Terran Conflict.
Basically what I was saying is that due to the disaster that was the launch of WoM, they had to refocus. If it were me, I'd want to put every effort into making sure the game is awesome to play first, THEN worry about future mod support. I understand it may be easier to start it now, but I think the engine, and FE require all resources on the base game, content, and stability.
That's not the fault of scripting though. That is because X3 and co uses scripting as part of its user interface. That's just not something any sane developer should do. ![]()
I'm on the other side of the spectrum. I think scripting is a huge deal to make modding viable. Right now, the UI is (nearly) unmoddable, the AI is 95% beyond our reach, and there are no scripts. That leaves us with adding content only. We are incredibly restricted in changing the game. That just doesn't cut it for me, and I very much doubt that it will be enough to create a modding community for FE.
I dunno, it worked out alright for a certain MMO. ![]()
Scripting support is the deciding factor in whether I purchase FE or not. I'm interested in a mod community. There will be no mod community without scripting.
I know that modding is important to Brad, but right now there is exactly one modder in this community with the ability to change gameplay (instead of just tweaking stats & maps) and that person is Brad.
Just checking in again.
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