That is a good reply thanks. It makes sense.
Initially I guess I will be working with some of the files from;
C:\Program Files (x86)\Steam\SteamApps\Common\Supreme Commander Forged Alliance\gamedata
There is a Units folder and then separate from the Units folder there are these files;
• ambience.scd
• editor.scd
• effects.scd
• env.scd
• loc_US.scd
• lua.scd
• meshes.scd
• mods.scd
• mohodata.scd
• moholua.scd
• objects.scd
• projectiles.scd
• props.scd
• schook.scd
• skins.scd
• testures.scd
• units.scd
The Units folder does not have all the units. All the units seem to be in units.scd which has to be unzipped. When the units file is unzipped I can find all the units. For example, UEL0001 is the UEF ACU.
Inside the folder UEL0001 there are .sca files, .dds files, .scm files, .bp files and a .lua file.
It appears that the important files to mod are the UEL0001_unit.bp file (as this is the blueprint file) and UEL001_script.lua (as this is the ACU script file) for UEF ACU changes that is.
What are the other files (.sca files, .dds files, .scm files) and would I be likely to need to mod them?
Also, what about the files in the higher level lua and moholua folders? Would I be likely to need to work on them? OK, you have answered this basically.
Some of the changes I will be making are;
• ACU starts game stationary and needs upgrade to walk.
• ACU and SACU RAS upgrades will produce less income.
• Cost changes (usually upwards) in terms of M and E for factories and units.
• Factories will have higher relative cost compared to costs of units they produce.
• Resource income changes (e.g. T2 mexes and T3 mexes will make less income than currently).
• Adjacency bonuses will become more important again.
• There will be engie factories which make only engies and military factories which make only military units. How I accommodate this graphics-wise might be tricky. The idea is that there will be a development succession. Intially, at T1 the ACU will only be able to make civilian factories and its standard list of other fixed T1structures except for military factories. The ACU will get the ability to make military factories from the T2 upgrade. Thus, the starting succession to get military units will involve ACU building engie factory, plus some mexes and some energy makers. Then the T1 engie factory must make T1 engies and the t1 engies can then make T1 military factories, more engie factories if required and/or range out and expand at other mex sites etc.
• Another change that will take standard FAF players some time to get their minds around, either theoretically here or in actual play will be this. Costs of fixed structures and some capital (large) units will escalate. This is to say that (for example) the first military T1 factory will cost x mass and y energy. The second military T1 factory will cost maybe double ie. 2x mass and 2y energy and so on doubling each time. Thus, while T1 units will be made a bit more effective against T2 units than is currently the case, the inflation of T1 factory costs will mean it gets to the point that a first t2 factory is a better investment than another (now heavily inflated) T1 military factory. This will go on up the scale to T3 and T4. Large capital units like experimentals and fixed PD will also escalate in cost as more are built.
In some ways, these concepts will have trouble being combined with FAF engie mod but I don’t want to ditch engie mod as it is the current standard.
I give the above examples really to enquire in broad terms what files I need to work with to make such changes. I know a lot of people will think many of these concept changes are bad ideas. Let me just say that the resulting mod will be very, very different from standard FAF. They will be two totally different games. Standard FAF is a great RTS of its type. I will be seeking to make a good RTS of a very different type. The reason for escalating the costs of factories, capital structures and some capital units (but not standard T1, T2 and T3 mobile units) is to push the game growth model from the exponential to the linear. There are deep theoretical reasons for doing this to get a different kind of game.
In summary, the main theoretical reason is that linear growth games are more strategic whilst exponential growth games are more tactical. This is a counter-intuitive fact. You would think that exponential growth games are more strategic because you more rapidly get to high resource production that enables expensive strategic weapons. However, exponential growth games are more tactical because an early tactical loss knocks you off the exponential growth path and you rapidly get out-ecoed. In a linear growth game, early tactical losses do not have such large ongoing effects though they still do have effects. Furthermore, strategic weapons whilst strategic in effect are not very often strategically complicated in execution. The simple point and click of a nuke launch is an example of this.
The net effect of these changes would make a game that is more about the military and a bit less about the eco... to a point. Eco will certainly still count.