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Conqueror as Add On mod

Rudy

Well-Known Member
Community Rockstar
City Planner (S3)
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Considering how awesome sauce SS2 is in its flexibility to mod, mayhaps having Conqueror be an add on mod rather than centrally liked to the Sim Settlements engine directly.

/tosses in 2 coppers
 
This is pure speculation on my part, but I would not be at all surprised if "Chapter 2" of the "main mod storyline" is a second nearly 1 gig 'mod file' and includes 'v2 of the Conqueror mechanics' as part of the story's continuation, with it having "Chapter 1" as a hard requirement - with probably also requiring an update of "Chapter 1" in the process to actually 'enable' the scripts at the core level.
I wouldn't mind seeing a "lite" version that doesn't have the storyline in there at all, but I get the distinct impression that ain't gonna happen.
 
This is pure speculation on my part, but I would not be at all surprised if "Chapter 2" of the "main mod storyline" is a second nearly 1 gig 'mod file' and includes 'v2 of the Conqueror mechanics' as part of the story's continuation, with it having "Chapter 1" as a hard requirement - with probably also requiring an update of "Chapter 1" in the process to actually 'enable' the scripts at the core level.
I wouldn't mind seeing a "lite" version that doesn't have the storyline in there at all, but I get the distinct impression that ain't gonna happen.
????????

Ok please tell me you're joking here. I'm all for having a "meaty" expansion but chapter one is also everything in the base of sim settlements. The code, the textures, the voice acting, the models, everything needed to make the whole mod work... Chapter 2 had no reason to be a freakin new GB. Conqueror was a storyline and new mechanics, how big was it? And that was trying to graft onto something that wasn't planned to have it grafted to it later down the line.

Again, I have ZERO knowledge of realistic things like how big a mod really end up being and why so don't take my word as fact but both a "Please let it not be this bad... poor Xbox players FFS" and a "Are you kidding me? Who will think of the children? I mean Xbox players?"
 
Ok please tell me you're joking here.
As I said, I'm just speculating, but you and I both know they'll do another whole questline just as long as Chapter 1's at the VERY least, plus all the new plot subtypes/designs it'd require to do "conqueror-like" mechanics. It won't be a 20mb file.
 
As I said, I'm just speculating, but you and I both know they'll do another whole questline just as long as Chapter 1's at the VERY least, plus all the new plot subtypes/designs it'd require to do "conqueror-like" mechanics. It won't be a 20mb file.
I'll just go cry in a corner for a while.
 
To me, with my limited experience in modding, it would seem that keeping SS2 dedicated to its engine and core purpose and having Conqueror as a stand alone, albeit a child of the SS2 mod, would have at least 2 distinct advantages.
1. Players that don't want to play the Conqueror story line or use its mechanics simply don't install the mod. They can happily play the SS2 mod in all its glory. This would also keep the SS2 mod smaller in disk size for Xbox and weirdos like me that have terrible internet.

2. Reduce toe stepping for the now large and diverse development teams. Conq. peeps can have their own relatively isolated play space within the CK and same same with SS2 team. Parallel development can still be a thing but it's not nearly as mandatory with two mods.
 
To me, with my limited experience in modding, it would seem that keeping SS2 dedicated to its engine and core purpose and having Conqueror as a stand alone, albeit a child of the SS2 mod, would have at least 2 distinct advantages.
1. Players that don't want to play the Conqueror story line or use its mechanics simply don't install the mod. They can happily play the SS2 mod in all its glory. This would also keep the SS2 mod smaller in disk size for Xbox and weirdos like me that have terrible internet.

2. Reduce toe stepping for the now large and diverse development teams. Conq. peeps can have their own relatively isolated play space within the CK and same same with SS2 team. Parallel development can still be a thing but it's not nearly as mandatory with two mods.
Pretty sure everywhere they talk about future content they say it will be released as DLCs. Which is basically how they first sun of sim settlement went.
 
Considering how awesome sauce SS2 is in its flexibility to mod, mayhaps having Conqueror be an add on mod rather than centrally liked to the Sim Settlements engine directly.

/tosses in 2 coppers
Not sure where the fork in the road (which Concord faction are you siding with) would be but definitely want the conqueror functionality (defend/attack settlements per faction of your choice).

Leveraging the rec plot benefit (agility ... martial) as part of settlement weakness-strength threat calculation would be make implication more transparent than the conceptual approach of SS1 Conq
 
With the many different factions available on the nexus perhaps with each faction there could be a variety of different ways to conquer a settlement some factions can be more laid back than others, the class system would be a great addition depending on what mods that you the player have installed.
 
Conqueror 1 did a great job at having multiple hostiles while presenting an arch enemy via plot line. And the faction packs could really let you replay a game with a very different flavor. You could skip Jammer, side with the minutemen and still have a great gaming experience.

I do sorely miss kicking in a settlement full of baddies with all my baddies. Force on force fights were great!
 
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