Please for the love of god/allah/johan make diplomacy scriptable - it is probably the #1 thing holding people back from making truly unique mods as they're stuck with default everything and can only hack pseudo-diplomacy into decisions/events like eu3.
I probably posted that earlier in this thread, sorry if so.
Please for the love of god/allah/johan make diplomacy scriptable - it is probably the #1 thing holding people back from making truly unique mods as they're stuck with default everything and can only hack pseudo-diplomacy into decisions/events like eu3.
That would be incredible, but I also think that would be impossible... there is no PI game which has the diplomatic option moddable (as far as I know).
The only way possible seems to be allowed by PI to make a real game out of the mod, giving access to the code, but this can end pretty well (Darkest hour) or poorly (Magna Mundi)... But first there has to be a mod good enough with a real possible product and a competent team who could be granted the holy grail from PI...
Magna Mundi's diplomatic options and many other things were moddable... so in fact it is possible for PI to make more things moddable but it requires a time and effort investment on their part.
This.Please for the love of god/allah/johan make diplomacy scriptable - it is probably the #1 thing holding people back from making truly unique mods as they're stuck with default everything and can only hack pseudo-diplomacy into decisions/events like eu3.
I probably posted that earlier in this thread, sorry if so.
replace_path is being fixed next patch, they've said. Ofc, that's what they said for 1.06b too, which only fixed it for some people (I being one of the lucky few)Anything that improves moddability gets a +1 from me! Also, make it so we don't need to create hundreds of blank .txt files if we want to have a randomly generated "Shattered Europe" type scenario, or for Total Conversion mods.