About modding in 2025 : We are first planning to improve our Map Editor : as promised, we are making steady steps toward asset import and custom DecorsSet for user-created maps.
We are also working on slightly simplifying process for adding a new unit or a new division, by removing every kind of "exhaustive unit list" to edit. We already removed ShowRoomEquivalence. ndf and AllUnitsTactic.ndf, and we plan to do similar removal for division files, in order to reduce the amount of files to edit to add one unit or one division.
Those removal are not only for simplification : by removing every kind of "exhaustive list", we are making steps toward a more long-term goal: modularity.
Mods adding scenarios or maps are adding content to the game rather than modifying the vanilla game content. Which means they do not conflict with each other. But as long as adding units involve modifications to vanilla NDF files, two mods adding units shall always conflict with each other, since they both try to modify the same file in different ways.
Our hope is to give this power not only to map makers but also to modders adding units or divisions: to have the possibility to make a "unit pack" out of a mod, and be able, as a player, to load several of those mods to play with/against units from different mods.
But for this last part, I insist : it is a long-term goal, not something to expect quite soon.
关于2025年MOD制作的公告:我们首先计划改进我们的地图编辑器:正如我们所承诺的,我们正在稳步推进资产导入和用户自制地图的自定义装饰集功能。我们还在努力稍微简化添加新单位或新师团的过程,方法是去除所有类型的“详尽单位列表”进行编辑。我们已经移除了网页链接和AllUnitsTactic.ndf,并计划对师团文件进行类似的移除,以减少在添加一个单位或一个师团时需要编辑的文件数量。这些移除不仅仅是为了简化:通过去除所有“详尽列表”,我们正在朝着一个更长远的目标迈进:模块化。添加情景或地图的MOD是向游戏添加内容,而不是修改原版游戏内容。这意味着它们彼此之间不会冲突。但只要添加单位涉及修改原版的NDF文件,两个添加单位的MOD就会始终冲突,因为它们都会尝试以不同的方式修改相同的文件。我们的希望是不仅将这种能力赋予地图制作者,还赋予添加单位或师团的MOD制作者:能够从一个MOD中制作一个“单位包”,并且作为玩家,能够加载多个这些MOD,使用来自不同MOD的单位进行游戏或对战。但对于最后一点,我必须强调:这是一个长期目标,而不是很快就能实现的事情。
We are also working on slightly simplifying process for adding a new unit or a new division, by removing every kind of "exhaustive unit list" to edit. We already removed ShowRoomEquivalence. ndf and AllUnitsTactic.ndf, and we plan to do similar removal for division files, in order to reduce the amount of files to edit to add one unit or one division.
Those removal are not only for simplification : by removing every kind of "exhaustive list", we are making steps toward a more long-term goal: modularity.
Mods adding scenarios or maps are adding content to the game rather than modifying the vanilla game content. Which means they do not conflict with each other. But as long as adding units involve modifications to vanilla NDF files, two mods adding units shall always conflict with each other, since they both try to modify the same file in different ways.
Our hope is to give this power not only to map makers but also to modders adding units or divisions: to have the possibility to make a "unit pack" out of a mod, and be able, as a player, to load several of those mods to play with/against units from different mods.
But for this last part, I insist : it is a long-term goal, not something to expect quite soon.
关于2025年MOD制作的公告:我们首先计划改进我们的地图编辑器:正如我们所承诺的,我们正在稳步推进资产导入和用户自制地图的自定义装饰集功能。我们还在努力稍微简化添加新单位或新师团的过程,方法是去除所有类型的“详尽单位列表”进行编辑。我们已经移除了网页链接和AllUnitsTactic.ndf,并计划对师团文件进行类似的移除,以减少在添加一个单位或一个师团时需要编辑的文件数量。这些移除不仅仅是为了简化:通过去除所有“详尽列表”,我们正在朝着一个更长远的目标迈进:模块化。添加情景或地图的MOD是向游戏添加内容,而不是修改原版游戏内容。这意味着它们彼此之间不会冲突。但只要添加单位涉及修改原版的NDF文件,两个添加单位的MOD就会始终冲突,因为它们都会尝试以不同的方式修改相同的文件。我们的希望是不仅将这种能力赋予地图制作者,还赋予添加单位或师团的MOD制作者:能够从一个MOD中制作一个“单位包”,并且作为玩家,能够加载多个这些MOD,使用来自不同MOD的单位进行游戏或对战。但对于最后一点,我必须强调:这是一个长期目标,而不是很快就能实现的事情。