Everyone kind of does their own thing.įrom a non-coders point of view, i believe though it would be cool to have an official submod date for Age of Heroes or Age of 100 Kingdoms/Petty Kingdoms, it may be hard to implement. Or have I missed something? If i do shattered realms duchies/counties in dance of the dragon start date, i'm under the impression that original kingdoms don't matter at that point. That shouldn't matter as you can do shattered realms at any point, the realms mean nothing. is it not possible to have the holding there with just another generic first man house instead of house Marbrand?Ģ) Regarding shattered realms being a problem because the realms have already united by that point. they are an Andal house and so they don't appear in earlier start dates, and thus the holding is empty.
is it not possible to have those area filled with a holder but with a generic name? such as House Marbrand of Ashemark. ℹ️About GitHub Wiki SEE, a search engine enabler for GitHub WikisĪs GitHub blocks most GitHub Wikis from search engines.1) If you do a generic age of heroes submod, i agree that some of the areas would be empty.
This file (output.txt) lives inside the mod folder itself.
Mods that include a KCModHelper parameter in their mod’s entry point function get a reference to a class that can log to mod specific file. This will contain any compile errors encountered when trying to compile a game and runtime. Mod loading information is logged inside the game’s directory inside the mods folder (log.txt). Library > Games (Top left) > Select "Tools" > Kingdoms and Castles Workshop The official tool to upload mods to the steam workshop. ~/.config/unit圓d/CompanyName/ProductName/Player.log Kingdoms and Castles workshop Kingdoms and Castles logging prints to this file.Īnd you can as well with Debug.Log() function calls.Ĭ:\Users\\AppData\LocalLow\LionShield\Kingdoms and Castles
The bulk of runtime spew will end up in this file. So, it’s nice to know where to look if your mod isn’t behaving correctly. There are three places that logging spew will show up.
Please refer to the C# Code Editor section to find the required DLLs Logging Locations This is what a good reference manager might look like: \ You don’t need to add all the DLLs listed above, but that is a complete list. Next, open the solution explorer and right-click References, click “Add references”. There is no requirement about where to save the project. NET framework version the project is targeting is 4.5.
Setting It All Upĭownload and install the tools listed above (dnSpy, Harmony, VS, and Unity, etc).
It should help you create and wrap up assets for mods into asset bundles for loading into the game. In lieu of a dedicated modder’s API, we’ve put together a basic unity scene with some models for scale and lot of reference assets that are used in the game. KingdomsAndCastles_Data/Managed Kingdoms and Castles Toolkit Kingdoms and Castles.app/Contents/Resources/Data/Managed You can find these DLLs inside the game’s folder. Assembly-CSharp-firstpass //Game plugin code.Here’s a common, but not necessarily complete, set of references modders end up using. For developing your Kingdoms and Castles mod, you’ll find it useful to include these DLL references in your mod’s project so you can leverage intellisense when interacting with game code. There are also newer versions of Visual Studio available that will work just fine. I use Visual Studio 2017 Community, others use Visual Studio Code. If you have the UnityHub installed already, here’s the direct link to the correct version:ĭuring installation, be sure to add build support for Windows, Mac, and Linux. Using a different version is not supported and you may have unexpected results. The Toolkit also expects to run in this version. This is the version of Unity that our game is built in. It’ll also help you get a sense for how things exist in the scene hierarchy.
This will help you dig into the various assets and resources bundled up by unity. They stopped releasing binary versions of the tool. As of this writing, you’ll have to build from source code. It will help you understand the programming logic and find good places to inject code for your mod. It’s useful to see the game code as code.