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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
/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.
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.Ok please tell me you're joking here.
I'll just go cry in a corner for a while.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.
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.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.
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).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
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