Changes between Version 1 and Version 2 of Modding_Guide


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Timestamp:
Feb 29, 2012, 7:58:35 AM (12 years ago)
Author:
historic_bruno
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  • Modding_Guide

    v1 v2  
    2121See the [wiki:Mod_Layout mod layout] or [wiki:Finding_Your_Way_Around Finding Your Way Around] pages for more details.
    2222
    23 == What tools are needed? ==
     23== How are mods used? ==
     24
     25At some point we plan to have a graphical menu for selecting mods. For now, you can run the game with the `-mod` option, like so:
     26{{{
     27pyrogensis.exe -mod=yourmodhere -mod=anothermod ...
     28}}}
     29The `public` mod is currently always loaded by default. Any files or folders in the `public` mod might be replaced or added to in a new mod. In fact by replacing the main menu page, it's possible to achieve a totally different game experience, without reusing any of the `public` mod (though it would require a lot of work).
     30
     31== Which tools are needed? ==
    2432
    2533Say you have an awesome idea for a 0 A.D. mod. What else do you need (besides the game)? There are many choices depending on your focus. Do you want to add textures? Or maybe you want to modify AI scripts? The following list gives a few tools that are handy for modding 0 A.D.: