Author Topic: [MODDING ORGANIZATION] Calling of sub-rulesets  (Read 3302 times)

Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
[MODDING ORGANIZATION] Calling of sub-rulesets
« on: May 21, 2014, 06:04:29 pm »
Is there a way to define a "father" ruleset that just calls "children" rulesets, so that
- we keep possibility to organize our mod rulesets in split files
- in order to activate our new mod, we do not have to select 36 rulesets but just the father
?

something like :
- ruleset\MyRuleSet.rul
- ruleset\MyRuleSet\MyRuleSet_Aliens.rul
- ruleset\MyRuleSet\MyRuleSet_Crafts.rul
- ruleset\MyRuleSet\MyRuleSet_Weapons.rul

MyRuleSet.rul
Code: [Select]
subrulesets:
  - MyRuleSet\MyRuleSet_Aliens
  - MyRuleSet\MyRuleSet_Crafts
  - MyRuleSet\MyRuleSet_Weapons

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [MODDING ORGANIZATION] Calling of sub-rulesets
« Reply #1 on: May 21, 2014, 06:11:38 pm »
That would be useful, yes, but what I think would be even more helpful would be a way to show dependency in-game, and possibly to prevent enabling a mod with its parent mod absent.

First of all, any mod would have the Xcom1Ruleset.rul indicated as their "father". Without this file, no mod could be enabled. (Also, the game wouldn't function, but that's not the point here.)

Then, take for exmaply my own Alien Armoury Expanded mod. It features two .rul files: AlienArmouryExpanded.rul and AlienArmouryExpanded_UFOs.rul. The latter requires the first; you can enable new weapons without the new UFOs, but you can't have new UFOs without the new weapons (because of modified loadouts). Therefore, you shouldn't be able to enable AlienArmouryExpanded_UFOs.rul when the other file isn't enabled.

Is it necessary? No, if people read readmes. Which we know they aren't. :P Such a feature would make the game far more idiotproof.