Thread: Modding
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Old 08-23-18, 02:28 AM   #1
Kretschmer the IV
Navy Dude
 
Join Date: Oct 2008
Location: Croatia
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Default Modding

Going through their press releases, I can clearly see that this game will become an evergreen in the submarine game history (I really hope so). Make it completely open for modders, it will probably be the new benchmark regarding ww2 subsims.

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Modding
We included a C# compiler in our game so that Steam Workshop mods will be able to add advanced content of pretty much any scope into the game. Mods can now be specified as "safe" and use limited, but generally safe API or may be specified as "unsafe" and access much wider API, but game will carefully ask the user to make sure that the modder may be trusted. All scripting mods will be supplied in a source code form.

We are still working on our modding API to make it understandable and pleasant in use. It's not our top priority at this time and we may publish it after the game release to avoid extra delays.
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It was important for us to have such a play style for a number of reasons, while the main one is that we want our game to be a good base for modding.
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We've started to introduce modding to the game. We've migrated most of our data to Excel spreadsheets to make it easily readable, moddable and internally it helps us to work on these files simultaneously.
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We strongly consider adding basic modding support anyway in patches after the release. I personally can't agree more with you on this one.
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