MODS

General talk about The Curious Expedition or Maschinen-Mensch

MODS

Postby Ziombala Boms » Thu Feb 11, 2016 12:44 pm

I heard that you are willing to publish version which will be able to modify.

If i want try modify your game, what programistic language should i start learn?
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Re: MODS

Postby riadd » Thu Feb 11, 2016 2:06 pm

We have our own mini syntax for writing new events. No actual programming experience should be required.

An example entry looks like this..

Code: Select all
{
    id: 'evt-cave-approach',
    reqTileFlags: {explored:false},
    actionText: "Explore cave",
    playMusic: ['thm_nature_mystic_1', 'thm_nature_mystic_2'],
    showImage: {src: 'evt_fxt_cave_1.png', type:'day'},
    text: "[We approached a cave|We found a cave]. ",
    chat: 'cl-cave-approach',
    actions: [
      'evt-cave-explore-torch',
      'evt-cave-explore-pumpkinLantern',
      'evt-cave-explore-noTorch',
      'evt-leave'
    ]
  },
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Re: MODS

Postby Ziombala Boms » Fri Feb 12, 2016 9:31 am

: *
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Re: MODS

Postby polemicus » Wed Mar 30, 2016 3:27 pm

I love the game and the prospect of modding it is something I'm very interested in.

I can see a big game hunter spinoff - respawning animals, need to keep supplies up, manage relations with natives...

More complex, but many of the core mechanics would be a Polar Exploration mod. We'd need to customise the terrain hexes and map creation algorithm.

On which note, saving a map would be nice - challenge to, eg, reach the North Pole on a fixed (or semi-fixed map).

All ideas / semi suggestions.
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Re: MODS

Postby Arctic » Wed Jun 15, 2016 8:20 pm

Yes! Mods! I just got this game on GOG and I love it! After two days of nearly non-stop play I wanted to add in some custom characters (since I love the victorian era), perhaps to the steam workshop if I rebuy the game.
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