Faction Mechanics - Moddable in A13?

Started by Famous Shoes, April 25, 2016, 09:29:44 PM

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Famous Shoes

After a year away, I'm contemplating returning and updating my defunct mod and adding a new one for faction mechanics. Last I played or modded was A11, which had a few showstoppers for me. One was faction relations, which I could neither work with in play nor fix with a mod as it was effectively unchangeable. Anyone notice in their travels through the code if the faction code became moddable in A12/13?

My previous question for context: https://ludeon.com/forums/index.php?topic=11244.msg112036#msg112036

1000101

Well, with RawCode figuring out how to detour methods and CCL providing some handy methods (including a method to handle detours for you), there is literally nothing that can't be done now.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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RawCode

as stated above, you can detour any method and inject any code at any place with CCL.

If you hit something, that cannot be altered by CCL for some reason, please post separate thread with all code and error log included, issue will be resolved and specific modifications will be included in next version of CCL.