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I might have misunderstood the concept of "modding" since everyone here is talking textures and models etc, but i'm interested in what we can do in terms of adding functionality or altering existing logic.
I asked about this before and came to understand that there is a API being worked upon as we speak, any news about that? :)
 
We are actually really interested in your ideas on what should be moddable. Tell us your suggestions!

Someone previously said "everything" and well yes, that would be best for us but i doubt you want to release the entire source code for us :D

I instead list some basic stuff that modders should be able to accomplish (taken from the top of my head)
* Disasters
* Weather (I know you are already digging into this aswell)
* Day/Night cycle
* Raising the max nr of "plots" available
* Raising the default "plot" size from 2 square km
* Add new transport systems (for example add bus/taxi lanes)
* Add new types of buildings (I miss military from SC2000)
* Alter existing buildings (for example if someone want to revamp the agriculture system from the previously seen 4x4 farms into a Cities XL style agriculture)
* Dig into the simulation and simplify it if needed to support larger populations (im perfectly happy with a "calculated" simulation as in previous city building titles instead of a "true" simulation, i rarely zoom into street view and analyze individuals anyways)
 
While I am a 3d modeller, I'm currently more interested in how things will work from the mechanics side (after all, putting custom models into a game is pretty easy, even with bad modding support)

I think it's essential that we can add custom variables to both prefabs and objects in the game, even if they're just simple int, boolean or string. Then the variables should be accessible from the logic in other parts of the game, such as policies. This would open up a whole world of possibilities to modders.

For example, say you want to do a height restriction policy mod, you can put a custom variable on all the building prefabs with the number of stories each building has, then you can set whatever height you want in the policy and it won't allow buildings of anything above that number to spawn.

Other CO made variables should be exposed in similar ways (at least, ones that it makes sense to expose). If a policy could just check the y-height of each model, then it could use that to find the height of buildings, without having to manually set each one.
 
If a policy could just check the y-height of each model, then it could use that to find the height of buildings, without having to manually set each one.

I think it would be much better than letting builders indicate how much stories their building is. Just imagine someone types 3 instead of 30... you'll end up with a tower shoving up in a midrise area.

Same as what I said about the building stats. If you let people decide of everything for what they build, you end up with the same buildings growing all over the map. Custom buildings MUST have balanced stats and the good way to not let problems arise is to lock certain values in a forced balance.
 
I have a relatively low skill in modding things...The only thing I've done is changing simple values in .class or xml style files...as I said, not to experienced...will here be something similar to simple xml style modding to change basic things for example the traffic capacities for roads ect?
 
Allow us to restrict certain vehicles or classes of vehicles from custom roads (lanes preferably, but I can understand that this would be difficult if it isn't already supported). This would let us have things like pedestrianised streets, busways that can be used to emergency services and so on.
 
While I am a 3d modeller, I'm currently more interested in how things will work from the mechanics side (after all, putting custom models into a game is pretty easy, even with bad modding support)

I think it's essential that we can add custom variables to both prefabs and objects in the game, even if they're just simple int, boolean or string. Then the variables should be accessible from the logic in other parts of the game, such as policies. This would open up a whole world of possibilities to modders.

For example, say you want to do a height restriction policy mod, you can put a custom variable on all the building prefabs with the number of stories each building has, then you can set whatever height you want in the policy and it won't allow buildings of anything above that number to spawn.

Other CO made variables should be exposed in similar ways (at least, ones that it makes sense to expose). If a policy could just check the y-height of each model, then it could use that to find the height of buildings, without having to manually set each one.

Jumping on that idea, would it be possible to "flag" the style of growable building and use a district policy to restrict some area to whatever architectural style one would think of ? For instance, one could create a hausmanian or a victorian district, with the help of talented modeller. Would it be possible ?
 
Ability to make custom building, cars, roads, props and etc models/textures to the game would make CSL a game to survive on its own for a long period of time. This would take care of people who want specific theme for their cities inviting and making the game more attractive to all kinds of people. As much as I love CIM2 it lacked that modability.
Anyway keep up the good work can not wait for CSL to come out, been waiting for city builder game for so long after SC4. We believe in CO!

These are the basic things that I would really like to see.

Also the ability to add new "terrain" types!
 
Jumping on that idea, would it be possible to "flag" the style of growable building and use a district policy to restrict some area to whatever architectural style one would think of ? For instance, one could create a hausmanian or a victorian district, with the help of talented modeller. Would it be possible ?

That's one of the things i asked here in this topic : http://forum.paradoxplaza.com/forum/showthread.php?810476-Some-important-(IMO)-things-about-custom-buildings.
 
I think the ability to create completely new zone types would be rewarding. I'm no modder but I imagine there are those who could do wonders if scripting were to play a role. Simpler than that and still quite powerful would be a UI that lets players name a zone, its colour, the types of buildings that spawn within it (stock and player made) and then infill the stats on how it affects and responds to the economy. With this tool addon makers could create, for instance, a port zone type. So this would be a zone that enhances or is enhanced by the presence of docks and primarily spawns warehouses and such.
 
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Wow, all that smoke out of the chimneys! Does everyone in this country use fireplaces to heat their homes? o_O

I can only speak about the UK (in which Train Fever vanilla appears to be set) but I believe as late as 1960's & 70's Home heating was from coal fires.

I don't remember an electric fire in my house until I was 8 or 9 which would have been 1970 or 1971
 
Do we have any idea if we will ba able to use multiple uv maps or a single one for custom buildings ?????

There is no info on this yet, they are still making the tools. ( they are simply not able to due to these being in development). I am just as keen to know as anyone else but we'll have to wait. ...sigh.;)