Hello everyone. MoO: CtS came out 6 months ago today! This happily coincides with my 500th post on the forums as well. We've spent much time talking about the flaws in this game and whether the devs are ever coming back. I thought it would be good to discuss the future of the game and where we go from here. I'm going to work under the assumption that the devs really are done with this, and that at best, we'll get one last bug fix patch in the future.
When MoO3 was released, it was terrible as we all know and much worse than MoO4 is currently is. I haven't played it since then, but I have read about how the modding community modded the hell out of it and made a good game out of it, and now there are some die hard MoO3 fans out there. MoO2 is still being patched to this day as well. I figure it's up to us to do the same with MoO4, at least until we get a MoO5.
Unfortunately, the modding system for MoO4 was never fully implemented. We can't import custom assets or implement new features or changes to the UI. Within another 6 months, I expect that we'll hit the limits of the yaml modding system. I'll have very few changes to 5X to make after releasing version 3.0, and every other idea for a mod I have, as well as those that other people have I imagine, will be exhausted (though I do have one more major mod project to do after 5X which many of you will enjoy).
That means we're going to have to start breaking into the game's code and fixing stuff. WhatIsSol has already taken the lead on this, and I expect that we'll see a patch soon to the game's .dll from him to fix the MIRV missile bug among others. From there, we can work on features. We might not ever get multiplayer tactical combat, but for a start there are some nice small features that seem like they're in the realm of possibility. I, for one, would like to see
- More slots in the build queue
- A better auto build algorithm
- Ground combat bonuses of both sides displayed on the colony attack screen
- Maybe some AI improvements? Those are harder.
- Maybe a scroll bar on the ship blueprints screen so we can add several more blueprints slots.
- The ability to invade minor civs
- Maybe being able to pick which race you want your colony ship to be populated with instead of it always using your race's population, similar to civil transports
I think that would be a good start. I think there are programmers among us who are up to the task too. What do you guys think? Do you have any other suggestions? This game isn't dead as long as we're still working on it.