Slightly early update - I still will post on Sunday and should hopefully have the 0.4 Alpha done, but here's a little something for now.
Here you can find the SSME Modtools V0.4 Alpha. This is a small tool I've whipped up that will allow for easy generation of Traits, Mutations and Beliefs and export them as engine-readable files. Eventually I intend this to be a regularly updated piece of software to go alongside the core SSME engine that facilitates easy creation of all mod-related files and the ability to inspect a mod's current configuration. For now, however, it's a bit rough and ready but will do the job.
So what even is a Trait, Mutation or Belief?
I realise I've not spoken much about the planned system for regiment creation - largely as I haven't had time to sit and transcribe my thoughts between work and programming this. Essentually, when creating a regiment you are alloted a certain number of points. These points can be used to purchase certain starting scripts that provide set structures of soldiers, they can be used to equip your Commander, and they can be used to purchase Traits, Mutations and Beliefs.
Traits are regiment-wide modifiers that apply changes to every soldier in your regiment. For example - your regiment might be better at fighting at night, or known for their prowess with a certain weapon, or notably faster than other regiments, etc.
Mutations are essentially racial traits, modifications that affect all members of your faction. In an effort to retain mod independence, rather than having races in the game there are instead mutations. These are similar to traits, except for all members of your faction - ie these will not apply to any mercenaries or allies you bring aboard, while Traits will. The Mutation system, whiel loosely planned, is going to be a resource management system within the game of safeguarding and maintaining your DNA against the forces of corruption. So gaining negative Mutations is also very possible.
Beliefs (name pending) are traits that affect only your Commander. These are additional modifiers on top of your Traits and Mutations that affect only your Commander. As such, these should be cheaper, and potentially more powerful. These are intended to truly make your Commander unique and special to you, and are passed on when one Commander dies and another takes their place.
So how do I use it?
Simply place the main executable tool in the main SSME folder alongside the core SSME.exe file. For now, you will also need to place all included text files within /Mods/CM/Text/ for the Chapter Master mod, however from Sunday's release onwards these will be automatically included to showcase how the tools work.
Once placed correctly, simply double-click the executable and it will run for you. Type out a name and description for your Trait, Mutations or Belief and start applying some modifications. Don't forget to set a cost before you generate the final file!
Any Traits, Mutations or Beliefs e-mailled to me between now and Sunday's release, depending on quality, will be included in V0.4 Alpha of the Chapter Master mod to showcase what can be done.
Some Tips:
- Cost is capped between -100 and 100, current thinking is that a typical regiment has 200 points to spend.
- The 'Special' category is not yet implemented, but will include non-numeric options such as Vampirism, cheaper equipment, special event interactions and luck modifiers.
- Traits should typically be the most expensive, Mutations slightly less so, and Beliefs quite cheap. All values can be negative for sets of penalties. Though, obviously, make what you like!
- Try to avoid new lines (hitting the 'enter' key) in descriptions for now.
- Please e-mail all errors to cmggamedev@gmail.com
Download link at: https://drive.google.com/open?id=0B_0sZlHDudgnYnVrRzZxcTZ6NDg
That's all for now,
Peace out