Quote:
NTJedi said:
Adding an interface which enables / disables spells is not a billion little things. Each spell and item are easily listed having an interface to turn them on and off is a benefit even for modders.
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ROFLMAO !!!
The item manual is 71 pages, the spell book is 88 pages long.
There are 578 different spells.
There are 360 weapons, 115 armors and shields and I-don't-know-how-many hundreds of misc. items.
Furthermore, there are 87 Pretender units, 613 national units, 103 indy units, 266 summons and 57 other units.
And you think you could "easily list" them in game with a checkbox in front of each of them to (de)activate it?

Sorry, but that's ridiculous.
And if you add filters and grouping, things get too complicated for those who even cannot edit an ASCII file with a plain text editor.
On the other hand, I think anyone not able or willing to do that wouldn't have much fun actually playing the game. Because it's pretty complicated as well.
By the way, even the devs have issued a mod (Oceania) instead of adding that nation into the .exe . Obviously, for them using mods is quite normal. Why should they have added modding commands and a mod selector screen in the first place, if not using them is part of the 'normal' experience of playing Dom?
I agree that mods should be downloaded automatically from the server. That wouldn't happen with Dom2, though: You do the pretender first - and you need the mods enabled at that point already. To change that would require major re-design of the internal workings of the application.
But we can always hope for Dom3 .. .