Hex of Steel

Hex of Steel

Hex of Steel - Workshop
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SpoonFox 2022 年 4 月 11 日 下午 4:29
Mod Request
Hi Valentin,

I'm trying to make a mech (robot) like mod, more or less like there is BattleTech.
Could I request some additions to the modding system, if it fit's your road-map?

Request are based on generating the feeling of the setting (but will contribute to your game framework for other mods also). Note that I was able to capture the atmosphere using infantry to infantry battles, but the stats on tanks and robots (using tanks) did give a strange offset to the game (ea making infantry more powerful as intended and the tanks not sufficient against infantry).

I'll also give the rational behind the request and order it by priority:

I. Randomness: having a multiplier, division, addition or subtraction of a random value to soft, hard or air attack (possibly also to the armour). The reason is to add some randomness especially as to balance infantry fighting mechs (robot's), with the static part of this it's hard to capture the feeling/flavour of an unit of humans fighting a group of let's say only 4 robots.
- for starters a simple addition of 0 to any number will be fine (and will not off-set your in game units as they are +0)

II. Build/Buy Modding: The ability to create/mod/remove own filters for the store of units (inc the pictures etc).
This is needed to have a sight other setting, but also streamline name flavour the setting that you want to mod. (I put this as the second priority as this is more easy to implement compared of the requests here below).

III. Type Mod's: The ability to create your own type and how and what is contributing to attack and or defense. Meaning the type of unit could be always set to user hard attack to certain other units type, or that you could ignore flamethrowers, rocket etc. (more complex to do so lower on the wish-list). This will generate the capability for more exotic units and or interaction in the paper, rock and scissors category.

IV. Build assignment: the capability to assign what can build what and where (destination hex), including repairing (ea moving on top of the unit to repair). For modding the normal resupply is not sufficient to capture atmosphere of having specialized field repair units. In my case it's about having repair units repairing mechs (robots) and not be able to manpower resupply on it's own.

V. Abilities Mod's: As this is the hardest one I have put it last; this is about having more control of the units abilities so it's more granular to combine who can build for example the radar and where or even include tile dependent custom abilities (like you have winter trained) to add desert trained (if not having on desert get x about of damage) etc.. Also the second part is how I could make the mech's detectable by radar even if they are not air, invent weapons and Abilities on its own like laser ignoring armour on infantry types or gauss adding hard damage (random or not) to tank units (or any custom type as stated in requirement III).

I'm interested what you can are willing to add to the modding capabilities.

Note: I found some bug's over the couple of days I'll report those in the pinned report bug section.
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CarbonDevice 8 2022 年 4 月 12 日 上午 2:56 
Ah, another person who tried to put BattleTech into this game! Glad I'm not alone.

For I., I think having a 'random attack modifier per unit" would be quite nice to have in the base game. We've already got a random damage modifier in the settings, but having each individual unit get its own attack modifier would be cool to see as well.

For II. and III., I'm quite sure that from a programming perspective, unit types and UI elements are hardcoded into the game. I'm also quite sure that Val could change that, but it would likely require a fair bit of work for him to do so, and with him working on his next game, I wouldn't hold your breath for something like this anytime soon.

Forcing the player to pre-emptively place a unit before it is done could be interesting (point IV.), but what if the tile I wanted to deploy my unit on is now occupied?

Moving another unit on top of another to repair it won't really work because the game only allows a tile to contain a land/sea unit and/or an air unit. However, having the 'Mechs or certain units act like boats so that they can only resupply at cities and don't use supply lines would be nice for settings other than WWII.

V. is the same sort of point as II. and III. Valentin could add them, but then the UI will need a rework to accommodate all of these new upgrades, and then he'll need to add a way to actually make the upgrades etc. The game wasn't built for 'total conversions' where units and the wars fought are dissimilar to WWII combat. I would honestly guess, considering that he made the foundational code base before he was an experienced programmer, that in order to incorporate all of these "mod friendly" features Valentin would need tear down half the game and build it back up again, all whilst keeping an eye on backwards compatibility for units, saves etc. I'm not particularly sure if he's willing to do that (highly unlikely), but if he ever makes a sequel to HoS, I think that he would definitely start from scratch with close to 100% moddability in mind.
A Corsican Frog  [开发者] 15 2022 年 4 月 12 日 上午 9:29 
Hello there!

Thanks for your comment :)

Requesting is totally fine, I just can't promise I will / can do it!

Alright so I did read all your propositions / requests and I have some bad news ..
The game is ... absolutely ... not ... modular from a code point of view
As @CarbonDevice pointed out this is my first project/game and so all my code / entire project is hem ... not flexible at all. So when I read point 2) I was already laughing at how I could even do that without destroying my entire UI and rebuilding it from the ground up
The only point which would be doable is point 1) because this would require "only" to create new settings only for your mod
Bad news is I can't start making such settings per mod, otherwise the game is gonna have a pretty long list of settings that won't be relevant to 95% of players
I am afraid all of your requests simply can't be reasonably done with HoS, it is definitely not as flexible as I would like it to be but at this point I will be honest with you it would be easier to simply create it all over again from the ground up with clean code
I wish you could have a look at how things are made because it truly is a bit of a mess and it's all hardcoded
Not even talking about adding / changing unit's types as those are used basically everywhere in the code and are also hardcoded so ... unless I modify the entire code base for your needs I won't be able to do that
Basically, such modifications unfortunately cannot be done as I said within the realm of reason
It is in theory doable if I re do the game entirely but in its current state those cannot be achieved :(
I am sorry, hope you won't be too disappointed when reading my answer!

---------------------

About the bugs, I am interested in fixing those!
SpoonFox 2022 年 4 月 12 日 上午 10:09 
Hi Valentin,

Thank you for you quick response and I totally understand that you can not do stuff for only one mod (there will never be an end when you set that persistent for others). I was betting that the first one was the only doable depending on the modularity of the code. You would really have had me surprised if you could have done them all (I peeked a little bit around the assembly files for units, countries and tiles :) ).

l'll try to do with what you have made available, it will be tricky and a little bit more play testing than I was aware before I started.

Please take the "requirements" if your planning to make HoS2 (as rewriting actually will be HoS2 if I correctly understand you).

And if you need some-one independent advice or/to review some code give me a ping. If I have time I'll help you out.

Kind Regards,
SpoonFox
A Corsican Frog  [开发者] 15 2022 年 4 月 13 日 上午 5:59 
引用自 SpoonFox
Hi Valentin,

Thank you for you quick response and I totally understand that you can not do stuff for only one mod (there will never be an end when you set that persistent for others). I was betting that the first one was the only doable depending on the modularity of the code. You would really have had me surprised if you could have done them all (I peeked a little bit around the assembly files for units, countries and tiles :) ).

l'll try to do with what you have made available, it will be tricky and a little bit more play testing than I was aware before I started.

Please take the "requirements" if your planning to make HoS2 (as rewriting actually will be HoS2 if I correctly understand you).

And if you need some-one independent advice or/to review some code give me a ping. If I have time I'll help you out.

Kind Regards,
SpoonFox
You're welcome and sorry again for the not so positive answer :(
Well again, in theory I could but then if I have to make modifications for everyone's mod it's just not gonna be possible (And you're not the first asking so..)

Good luck with your mod nonetheless! Sorry if the game lacks modularity ..

My code will definitely be different for when I will be making a potential sequel :)

Are you a programmer then? :)
SpoonFox 2022 年 4 月 13 日 下午 1:10 
I'm a former development engineer and quality control implementer of a development center, now-day's i'm working as an architect. Still do some programming/modding in my spare time to not lose touch with the coding work-floor.
Sean2111 57 2023 年 1 月 29 日 下午 5:32 
I know its almost a year later,

but did you manage to make a start on your Battletech Mod?
SpoonFox 2023 年 1 月 30 日 上午 10:09 
引用自 boromir
I know its almost a year later,

but did you manage to make a start on your Battletech Mod?

Yes I did, the guy who is doing the art on the units has some personal issues he need to attend.
So they currently only are white with black lines (as the battle cards)

It's based on the alpha strike stats, I made some formula and converted it.
The first alpha release (was planned for august last year) has 2 to 3 maps and a related campaign for around 104 units in 3 fractions (current count, however I added almost all fractions ) and 10 special tiles.

(note: the units where in separate files, Valentin converted that into the new setup end last year.

Continue if you want this to see it is a teaser/spoiler :) :

- The current size of the mode is: 154 MB (161.959.936 bytes)
- The scenario is a training one intended to explain the differences and
- a two or three step campaign following it of the War of 3039 in the Alnasl system
- all units have the correct time frame and there is some flavor text
- intended to have the proper colors (if the mod is accepted we where planing to even incorporate unit colors but this part cost the most time, a explained this is delayed so I considering a pre-alpha release to already share it earlier with no colors to see how it is liked)
- see the old dir tree for the units done (not all play tested yet): https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2926011834

I made some screenshot for a bug in the past to discuss with Valentin you can see the "white" units: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2822665385

note: I written a python program to read all available battle cards and convert all the pictures into tiles so I already have 5645 units png's (some units pictures are double as the art will be needed).
最后由 SpoonFox 编辑于; 2023 年 1 月 30 日 上午 10:11
Sean2111 57 2023 年 11 月 13 日 下午 7:00 
Have you got a version of your Battletech Mod that is available for download ,even if incomplete?

I would like to play with what you have done and others may to.

Perhaps you could post a temporarry link on some think like https://wetransfer.com/ maybe?
SpoonFox 2023 年 11 月 14 日 上午 3:23 
Let me make an alpha release, let's see what you and other think of it an get some feedback.
最后由 SpoonFox 编辑于; 2023 年 11 月 14 日 上午 3:23
Sean2111 57 2023 年 11 月 14 日 下午 5:33 
Thank would be great ,add to Workshop or even post a download link here.
gary-wilson68 2023 年 11 月 27 日 上午 12:12 
make the mechs/tanks planes but less movement so there like levitating maybe
cool looking mod i want to do game of thrones but dont have a clue how to even begin lol
could use europe map just change names to westeros and change counters to medieval/game of thrones and edit combat/events editor confuses me can you create new counters/tiles jpeg from somewhere else and copy them in? and maps too? how do you use that unity mod thingy can you create the above in there? sorry im not super computer literate just basics lol
最后由 gary-wilson68 编辑于; 2023 年 11 月 27 日 上午 12:16
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