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Mod creation manual has moved
We pointed this out elsewhere, but it bears mentioning here too: the documentation on making mods has moved.  That documentation is now found here.

Of course in the process of moving this from its old location, I've come to realize that it is woefully incomplete.  There is no mention of project mods, for example (which add to the tech tree you play in campaign mode), and little description of all the different effects that buildings can have.

So obviously we need to beef that up.  But so far, there hasn't been a lot of demand for it, which makes it hard to get excited about spending a lot of time.  I know, I know, it could be that there's no demand because the docs are so thin.

So let's say this: if anybody wants to create a High Frontier mod, of any sort at all, post about it here!  We'll help you get started and provide all the details you need.  If you want to do something the engine doesn't yet support, we might even add that support for you in the next release!

- Joe

Joe Strout
Lead Developer, High Frontier


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