Supreme Ruler 2030

Supreme Ruler 2030

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I Love This Game, But the Modding Experience Is Breaking Me
Title: I Love This Game, But the Modding Experience Is Breaking Me

I want to start by saying: I love this game. The design, the depth, the concept, the realism—this is easily one of the best strategic military simulations out there. It's granular in all the ways I’ve ever wanted a strategy game to be. You can tell a lot of passion went into making it.

But despite all of that, I’ve reached a breaking point.

Modding This Game Is a Nightmare
I’ve spent hundreds of hours trying to modify unit data and create a more realistic, deeply researched experience. But the amount of time it takes to make even basic changes—only to be met with broken saves, missing units, or total gameplay disruptions—is exhausting. At times, I’ve had entire unit rosters wiped because of what seems like a small change.

The lack of ease in modding isn’t just a personal frustration—it’s clearly a wider problem. As of today, the Steam Workshop has just 33 mods. That’s shockingly low for a game that’s been out for years and has such a passionate niche fanbase.

What’s Missing?
Here’s what would radically improve the experience:

An In-Game Unit Designer/Editor
Let us rename or adjust units within the game itself without needing to dive into backdoor tools, spreadsheets, and reboots.

Seamless Steam Workshop Integration
Let modders add units or data without overwriting entire rosters. Make mods modular. Let us install and activate them without gutting the core game.

A Public Database Consultant (or Team)
Honestly, I’d volunteer myself. I’ve done the legwork. There are major discrepancies between real-world units and what’s in-game. I want to help fix that. This game deserves to be the gold standard of realism—and it almost is.

Realism-Focused DLC or Community Pack
There’s a big audience of us who crave extreme accuracy in unit capabilities and availability. Give us a way to contribute to or download that level of detail—officially or community-sourced.

Final Thoughts
I’m not trying to trash the developers. You’ve built something incredible. But I walked away from this game a year ago because I was just tired. Tired of trying to make it better. Tired of starting over. Tired of almost getting it right only to have it all crash down due to something in the modding system that didn’t cooperate.

The truth is: the core gameplay is brilliant, but the modding architecture is killing the long-term potential of this community. Please—invest in making it easier. You’ll gain an army of devoted, creative fans if you just give them the tools.

Sincerely,
A Frustrated (But Hopeful) Fan
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正在显示第 1 - 7 条,共 7 条留言
Abydose1 6 月 3 日 上午 1:29 
agreed the modding is awful. not exactly modding but ive had alot of fun, by loading a game. Then lets say i want Brazil to be a super power and control all of south america, i will save the game then go to load screen load in as brazil from the saved game. Use the cheat code cheat annex to have brazil take over all of south america. Then go to the state tab and change the name of the country / flag etc. You can modify the map in game by doing that. A little annoying but for the most part you can make a completely custom map.
Snelg 1 6 月 3 日 上午 3:40 
Something as simple as logging erroneous data loaded into the game could go a long way in pin-pointing mistakes. That said, do keep a backup of at least your latest working files, not doing so is just asking for trouble.
Your example of missing data usually means at least one thing isn't referenced or you could've saved an alien character. Your example of wiping out a whole unit roster, did you edit the DEFAULT.UNIT.CSV or did you partition it into at least 2 different files, you can make all edits in a 2nd file which references DEFAULT.UNIT and it patches it in-game while leaving the original file alone, if you don't want to use DEFAULT.UNIT at all you can still have a patch .CSV to keep everything in its own section. Language files and such i'd only recommend editing those in things like command line text editors so nothing mutates.
By far the worst part is map editing since you pretty much have to use the editor and not 3rd party tools most of the issues you mentioned are typically related to editing existing scenarios in the game which are already spaghetti and inconsistent in design based on when they were initially made, if you want to edit literally anything in a default scenario first you need to make it run in a new standard format before making any changes so the spaghetti doesn't cause unexpected behaviour. 2020+ maps are the worst as they've been modified and changed so much compared to WW2 and such.
最后由 Screenblast89 编辑于; 6 月 5 日 下午 4:31
FFDmh2223 10 月 5 日 下午 5:05 
引用自 Screenblast89
Your example of missing data usually means at least one thing isn't referenced or you could've saved an alien character. Your example of wiping out a whole unit roster, did you edit the DEFAULT.UNIT.CSV or did you partition it into at least 2 different files, you can make all edits in a 2nd file which references DEFAULT.UNIT and it patches it in-game while leaving the original file alone, if you don't want to use DEFAULT.UNIT at all you can still have a patch .CSV to keep everything in its own section. Language files and such i'd only recommend editing those in things like command line text editors so nothing mutates.
By far the worst part is map editing since you pretty much have to use the editor and not 3rd party tools most of the issues you mentioned are typically related to editing existing scenarios in the game which are already spaghetti and inconsistent in design based on when they were initially made, if you want to edit literally anything in a default scenario first you need to make it run in a new standard format before making any changes so the spaghetti doesn't cause unexpected behaviour. 2020+ maps are the worst as they've been modified and changed so much compared to WW2 and such.


I’ve taken about a year off from the game, and after coming back, I remembered why I stopped. I spent a lot of time editing the default unit files to improve realism, but doing so ended up breaking the internal scenarios and pre-built setups—which for me is a dealbreaker. I like starting with a realistic, “real world” state, not an empty map.

I'm intrigued by what you suggested but I really don't want to relearn how to do all the mods etc

I’ve looked at other mods, but honestly, if the units, stats, and variations don’t match real-world data one-for-one, I lose interest. I even offered to help by providing accurate reference data to the modding team, but never got any real response.

At this point, I think I’m done. The realism potential is there, but the lack of flexibility—like not being able to rename or create units in-game—and the constant disappointment with each update has drained the fun for me. It’s frustrating to see a game get 80% of the way to greatness and then stop short. I’ve invested a lot of time trying to make it better, but the return just isn’t there anymore.
upuaut 10 月 15 日 上午 2:42 
It´s a shame that developers often don´t think about modding from the beginning of the games development and as such make it difficult to add modding afterwards. Developers should understand that modding is a big life extension to any game.
Chris-BattleGoat  [开发者] 10 月 16 日 上午 8:13 
引用自 upuaut
It´s a shame that developers often don´t think about modding from the beginning of the games development and as such make it difficult to add modding afterwards. Developers should understand that modding is a big life extension to any game.
This is inaccurate. We've been thinking about the moddability of this game since development began in 2001. The data files for this game are extremely accessible. But complex games have complex structures. And when the total size of the team has never been more than 12 people (usually half of that or less) there just aren't the resources to put into both making a game and making mod tools.

I would challenge that the YouTube videos we've created as modding tutorials and the support we've offered over the years puts us well ahead of the curve, despite the size of our studio.
upuaut 10 月 16 日 下午 11:52 
引用自 Chris-BattleGoat
引用自 upuaut
It´s a shame that developers often don´t think about modding from the beginning of the games development and as such make it difficult to add modding afterwards. Developers should understand that modding is a big life extension to any game.
This is inaccurate. We've been thinking about the moddability of this game since development began in 2001. The data files for this game are extremely accessible. But complex games have complex structures. And when the total size of the team has never been more than 12 people (usually half of that or less) there just aren't the resources to put into both making a game and making mod tools.
I would challenge that the YouTube videos we've created as modding tutorials and the support we've offered over the years puts us well ahead of the curve, despite the size of our studio.

It wasn´t mainly aimed at you. It was more a general statement.
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