Friday, April 13, 2012

FA] How do you create a faction?

[:1]I really would like to know what .lua's do you have to edit or creat a new copy to create a faction. I already have some models and the coding set up for that but I want them to be on a new team because they don't match any of the existing teams.|||Congratulations on picking the most complex task possible in FA modding. Notice how there are exactly zero custom faction mods downloadable right now, 4 years after the game's release.
It's possible, but it requires a ton of work, and you'll have to be willing to learn all about the internals of the game, and you'll need some reasonable programming ability. Having someone tell you which files to modify isn't realistic, as there are dozens upon dozens, and you'd have to know what you're doing with them. This isn't a copy-and-paste kind of thing.
If you're still willing to try, brute51 made a faction-add support mod that allows multiple added factions to co-exist if proper hooking methods are used, and makes a few parts of adding a faction a little bit easier (but not a whole lot, as that's not its goal). Did a bit of searching, and found it: http://supremecommander.filefront.com/f ... _mod;93767|||I was planning to make a very simple faction that only has T1. Then on my lesiure I would add the other tech levels.|||There is no 'very simple faction' from an integration standpoint. The bulk of the difficulty is in actually adding a faction, not in coding the units themselves-- although that takes time as well. Like I said, note how there are zero downloadable factions right now. Nobody's actually ever done this (although one mod is getting close to completion after.. uh.. 3 years), because of the amount of work involved.|||There was this one custom faction with only seven units and used a mech marine as a acu. It worked fine except the models were not custom and the ai did not use it.|||Then use that as a starting point? It probably wasn't set up to co-exist with other faction mods, and may not even clearly hook the right things, (i.e. it may have all the right files hooked, but you might not be able to tell what it changed by looking at them), but at least it should show you which files were changed. Referring to that and brute's faction support mod is about as easy as the whole process is going to get.|||It was made for sc1 not fa and it is setup to be the fourth faction not the fifth. I tried to edit it once but I missed something because the game froze during the loading screen.|||FA changed a ton of the underlying game structure, so yeah, that mod is probably useless.
And if all you're going by is "crashes or doesn't crash", you're gonna have a hell of a time getting any kind of mods working, nevermind a whole custom faction. You need to learn to use the log, and get some experience debugging simpler problems before you dive head first into creating a new faction.|||I still will try to create a faction since I've got a plan but I will have to experiment with the game files...|||Mithy pretty much summed up the extent of custom faction support efforts on these forums... The most successful attempt at a faction mod to date is the 80% complete Nomads faction which currently is a mostly abandoned project (That status after I think about 3+ years of work on it by the original team). I believe Brute is still working on some aspect of it but he is the only one.
The last version of it that I still have which is the original state it was in when its original mod team turned it over to this community something like a year ago is:
6,211 Files
2,385 Folders
424MB Size
Thats a heck of alot of work and the never finished up T3 & Experimental tech level. If you just strip it down to the core files (excluding custom units, projectiles, textures, & effects) you still end up with 68 modified or custom lua files. Unfortunatly due to the original teams destructive overrite coding style (they rewrote the whole file rather than hooking it) the only way to see what they changed to make it work is to compare each of those to the original & then hope you understand lua enough to make sence of it... Even with decent understanding of lua they cover every thing from simple functions to very badly coded UI elements (Sorry but GPG wasn't as neat in some areas as they coulda been).
I don't know what you history with modding is and considering how new you are its hard for people to take a faction project seriously without knowing. Alot of modders these days take "new faction" idea or mod threads as a joke simply because the author is usually over ambitous and tends to burn themselves out once they realize the work involved & that those of us willing to help new coders will not write scripts for them. Sad but true :(
Hope I don't sound like I am trying to shoot you down but this is one of those types of projects that even I can't be encouraging on. :?|||Yep, like I said, you're going to need to be very, very determined and willing to slog through dozens of hours of troubleshooting, experimentation, and learning just getting a faction working in the interface, nevermind actually doing anything with that faction-- which can represent hundreds of hours, even if you're just planning on adding T1 (which won't be a playable faction anyway - who would pick a T1-only faction in FA?).
Keep in mind that we've seen this exact post about 50 times in the last 2-3 years - and where are all of those faction mods? None of them even got off the ground. Once each person realized the scale and difficulty of what they were getting into, they quietly gave up. This isn't something that one person alone can do, and nobody ever wants to compromise on their perfect vision for a faction and recruit any of the other people who have their own completely different vision for a faction, so they never happen.|||I have seen all these factions fail too because I have monitored the progress of almost all the new faction mod ideas and suggestions. They all seemed like they may be the first to succeed until they realized the workload or there was a disagreement or maybe just ran out of time. I understand why you can't put your faith in a person who just comes out of the blue saying they want to create a new mod because they may not know what they're getting into or they want others to do all the modeling and scripting for them so that they don't have to lift a finger. All I want is advice on which folders need to be modified and I don't care how much work I'm getting into. If no one knows then I just have a lot of backbreaking work ahead of me...|||Well, if anyone knows, it would probably be brute51 - you can try pming him, to see if he has an updated version of his faction support mod, or you might try posting in the Nomads thread in Mod Talk, as he's taken over development of that faction.|||If you just want to know how to create a custom faction, it isn't that hard as long as you are willing do make a mod that doesn't work along with the mod managers (though it might work with that faction support mod, never tried it).
Here is an example that worked for me if I put the scd file in my gamedata directory. The file adds two small factions, so hopefully it is helpful -- assuming any of the latest patches hasn't messed it up horribly.
http://www.mts.net/~Chirmaya/CodeGeassV3.rar
Feel free to contact me at chirmaya@mts.net, as I am rarely on these forums anymore.|||That actually did help thanks.
Also it does work with the latest patch.

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