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Update 1.17: New mod features?: 2022-01-12 09:16:42


UnFairerOrb76 
Level 58
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Can someone explain roughly how the new mods work and is this a major upgrade or only a small one on the old modding system. Im excited but cannot get my head around it
Update 1.17: New mod features?: 2022-01-12 09:22:30


UnFairerOrb76 
Level 58
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like for example if I wanted to create a mod with diffrent mines that generated diffrent sources of income (iron, bronze) is this now possible.

if so is it possible to make a tech tree.
Update 1.17: New mod features?: 2022-01-12 09:39:58


l4v.r0v 
Level 59
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like for example if I wanted to create a mod with diffrent mines that generated diffrent sources of income (iron, bronze) is this now possible.
No.
Update 1.17: New mod features?: 2022-01-12 09:41:03


UnFairerOrb76 
Level 58
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:(

sad
Update 1.17: New mod features?: 2022-01-12 09:42:52


JK_3 
Level 63
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well you sorta could, but you would have to use the mine building for copper ore, the army camp for tin, the merc camp for iron, etc
Update 1.17: New mod features?: 2022-01-13 03:49:20


dabo1
Level 57
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It is possible, but your mod would be the only one that can use it easily, other mods could as well, but they would need to do stuff like e.g. readout of the history how much of each resource a player received and save that as well, so it is possible but not handy and you would need to manage your own shop UI. And the history issue means the main mod handling currency would be the only one that could manage currency exchange in between turns. All others could only use the additional currencies with orders.

Edited 1/15/2022 08:44:11
Update 1.17: New mod features?: 2022-01-13 08:38:44


UnFairerOrb76 
Level 58
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*thumbs up*
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