Crazy Cossack wrote:1.I need a guide or links to guides that outline modding steps. Can you help?
this one is a huge help: http://forums.gaspowered.com/viewtopic.php?f=19&t=23182.I need the tools and utilities that are used in modding. Can you help?
even the standard windows texteditor can read LUA files. if you want to have something better, use notepad++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?
FA works in layers. the basic layer is whatever you can find in the gamedata folder (rename the .scd files to .zip and extract them). then, in FAF, the featured mods "overwrite" existing files. then, gameplay mods "overwrite" current files, if such a mod is enabled. and finally, UI (user interface) mods overwrite again stuff, but UI mods can't edit units or something
mods like 2x ressources usually edit the blueprint of ressource buildings (pgns, mexes), and let them produce 4 mass per second instead of 2. that's all 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?
making mods, you do not touch existing files. as described in 3, you just override some functions and data, but you don't edit files.5.Although, I guess it is possible that comprehensive new mods are done as in point 4. Is that correct or incorrect?
it is correct, you do not need to edit existing files. if you make, for example, a gameplay mod, you usually hook an existing file (you make changes to a certain file in a higher layer) so that the file will now load your new script