I want to teach myself FA modding. I will have to start simple and learn from there. First, I will just do something really simple like a mod to say double the power from t1 p gens. This is as a learning exercise only, it has no other point. So here are some basic questions.
1. I need a guide or links to guides that outline modding steps. Can you help?
2. I need the tools and utilities that are used in modding. Can you help?
3. How do simple mods work like 2x res? I assume a modded file for FA is placed in the mod folder and when you select the mod, the program uses any new data from that file instead of the standard data. But it uses all other standard data from its own files. Is this correct?
4. I assume it is done as in 3 above at least for simple mods and that I do not have to copy my whole game to another directory and work in there and make a whole new game as it were?
5. Although, I guess it is possible that comprehensive new mods are done as in point 4. Is that correct or incorrect?
I used to program in Borland Turbo Pascal a long time ago. For example, for fun I wrote a program that played chess. It only looked ahead 2moves (4 ply) with a minimax algorithm so it wasn’t very good, lol. I have not done any programming for many years but I still have the basic concepts. I don’t know C++ or LUA or anything modern. Is this going to hamper me? Initially, I will just be playing with unit and structure costs, production output and also simple unit and structure attributes like strength of weapons and armour.
My ultimate envisaged mod will not be limited to the above but I have to start learning with the easy stuff first.
Thanks in advance for any assistance. - Crazy Cossack.
PS. I posted a General Theory of RTS Design paper at;
http://forums.gaspowered.com/viewtopic.php?f=2&t=61617