Modding Documentation
Welcome to the modding documentation for Fall of an Empire. These guides cover everything from creating your first mod to packaging it for distribution.
Pages#
What Can Be Modded#
Fall of an Empire supports 14 auto-discovered content types. Create an AngelScript class that extends a base type and it appears in-game automatically -- no registration code required.
Mods can also add icons, glossary entries, loading tips, and other data through the DataTable merging system.
Quick Start#
- Create a folder:
Mods/YourModName/ - Add a
mod.jsonwith your mod's metadata - Create
Script/subdirectories for your content - Write AngelScript classes that extend base types
- Launch the game -- your content is discovered automatically
For a full walkthrough, start with the Getting Started guide.
Example Mod#
The ExampleMod (included with the game in Mods/ExampleMod/) demonstrates a complete mod with a trait, building, diplomacy interaction, and scripted event. Use it as a template for your own mods.
Architecture#
Two C++ subsystems power the modding system:
UModLoadingSubsystemMods/ directory, mounts PAK files, registers script directories with AngelScriptUGameDataSubsystemGetDerivedClasses(), merges DataTables from content directoriesBoth run at startup before gameplay begins, so all mod content is available from the main menu onwards.