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View Full Version : Creative Assembly A modders dream...



Rosacrux
06-11-2003, 09:27
I haven't seen a topic exclusively dealing with this so... here I go.

to whom it may concearn (CA, Activision and everybody else involved):

Make RTW a truly moddable game.

MTW was hugely great game, but I am experiencing MTW fatigue (only a month after purchasing VI) and that's because of repetiviness.

Fact is that modding this game (MTW) is feasible but not easy and it takes lots of time and hard work. There are no standardised tools, and the community albeit trying hard, can't actually fill every little gap.

What I would ask with RTW is:

- Easy creating-adding-replacing factions
- Easy altering-adding units
- Standard (CA-made) tools to edit the .TXT files, or use of another, more modding-friendly format other than tabbed .TXTs.
- More modder-friendly approach in general
- Less hard-coded stuff.

I am sure other, more modding-indulged individuals (those posting regularely at the Dungeon) shall have more (and more precise and in-depth) requests. I just intend to start this discussion now that there might be time to actually give us those advanced modding options.

Nowake
06-11-2003, 13:02
You make a good point, and for now, I don't think that we should add something. Let's see if at least these things will be enhanced.

Monk
06-11-2003, 23:35
ive read a couple times about how CA is making R:TW as moddable as possible. one thing i know are moddable are the Unit skins and the Stats, but thats about all i have heard.

scsscsfanfan
06-12-2003, 05:35
What about the strat. map? any chance to mod that? This would be my biggest hope, becasue then we can creat completely new campaigns anywhere on earth or middle earth http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

hope..hope..hope..hope.. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Nowake
06-12-2003, 11:46
I really don't think that the campaign map is going to be modable ... It would have no sense to me, and Europe is a good place for fighting http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif

Portuguese Rebel
06-12-2003, 13:12
Im afraid RTW will not be easy to mod, at least when units are concerned. I seem to recall someone saying that the units are full 3d models. This ain't good for modders since it makes things a lot harder.

Rosacrux
06-12-2003, 13:16
Yeah, Rebel is right... then... how about giving us more options as to mod the whole camp map, to conpensate about that?

Sir Robin
06-12-2003, 17:11
The main problem with modding or making new campaign maps will be AI pathfinding.

Long ago and in a land far away I used to love using map editors in games. However it was always depressing when the AI would stack its armies on a peninsula and basically become stuck.

I would hate to mod the map and have dozens of roman legions dominating the sand dunes of the saharran desert.

I do hope we will have the ability of mixing and matching generic skins to make new units. While it would be alot of work the ability to add completely new models would be nice as well.

Nelson
06-12-2003, 18:25
Quote[/b] (Portuguese Rebel @ June 12 2003,07:12)]Im afraid RTW will not be easy to mod, at least when units are concerned. I seem to recall someone saying that the units are full 3d models. This ain't good for modders since it makes things a lot harder.
The ability to replace skins should make unit modding easier I would think. FPS and flight sim modders do this all the time.

scsscsfanfan
06-13-2003, 00:28
[QUOTE]The main problem with modding or making new campaign maps will be AI pathfinding.

I'm not a computer programmer and don't know much about the actual game scripts etc, but IMHO from what I see from MTW/VI, they seems only specify the behaviour of a faction in the startpot(early/high/late) txt. files, then the behaviour associated with it has been already been programed. There are plenty of examples and the AI dose a good job for pathfinding and have an aggressive behaviour in other editable games - eg the recent game Rise of Nation. They come with an script editor and map/unit editor which works fine.

I think if RTW could do something like that would be great.

Lehesu
06-13-2003, 22:20
I would be just as happy if Rome was as moddable as Medieval is. Ease of modding doesn't scare me as much as bugs. If they get Rome out in 2003, bug free, than I will be happy even without any real mod support (besides what Medieval has).

Duke John
06-16-2003, 11:53
I'm hoping that they take unit-modding a step further beyond just replacing skins. In many 3D shooters it is possible to import your own 3D model. If this would be possible then making a LotR-mod would be very easy as I by then would already have created all the necessary models.

Captain Fishpants
06-17-2003, 14:40
I think most people will be very pleased with how moddable the game is going to be. Except, of course, for the few who wanted to mod the left foot sandal designs on taller troops in eastern provinces in the later centuries that are shown when fighting battles at about tea time. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

MikeB ~ CA

Sir Robin
06-17-2003, 16:15
Quote[/b] (Captain Fishpants @ June 17 2003,08:40)]Except, of course, for the few who wanted to mod the left foot sandal designs on taller troops in eastern provinces in the later centuries that are shown when fighting battles at about tea time.
What? http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif

We can't mod the sandals? http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif

How am I going to make my RTW "Life of Brian" mod if I can't have my legions following the power of the shoe.

Beware the heretical beliefs of the followers of the gourd

The blessed offspring of Naughtius Maximus's foot odor will set us free

Rosacrux
06-17-2003, 20:30
Captain Fishpants

That is a good reply. Allthough, I may - among others - may wish to implement our own sandal designs, at least for those legionaries who have a dishonest wife and use to drink tea in an inappropriate time http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif

Oh well, jokes aside, That's precisely what I wanted to hear from you guys http://www.totalwar.org/forum/non-cgi/emoticons/idea.gif

Monk
06-17-2003, 21:52
yes it is good news, although i was kinda hoping to give my legions a little nike sandle http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

Div Hunter
06-18-2003, 01:55
ISn't the campaign map seemless with the battlefield and therefore 3D? If so how is this any easier than making new soldier models? I have made models for Operation Flashpoint and it isn't that hard (once you figure out the chech naming conventions http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif ) but I shudder to think of the amount of work a new campaign map would entail.

CBR
06-22-2003, 22:31
Quote[/b] (Captain Fishpants @ June 17 2003,15:40)]I think most people will be very pleased with how moddable the game is going to be. Except, of course, for the few who wanted to mod the left foot sandal designs on taller troops in eastern provinces in the later centuries that are shown when fighting battles at about tea time. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

MikeB ~ CA
Will that be the same for us multiplayers? Things like unit names and projectile stats are the ones Im thinking about.

Of course mods designed for multiplayer is something really obscure http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif but with VI there were some improvements with the added stuff in the era files. Just a few more so there is no need for swapping files and it would be perfect.

CBR

Cobra
06-22-2003, 22:56
I have heard that the campaign map is moddable.

scsscsfanfan
06-24-2003, 07:51
[QUOTE]I have heard that the campaign map is moddable.

http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif that sounds wounderful. where did you find this out? This is probabbly my most wanted feature in RTW.

Cobra
06-24-2003, 16:24
I'll try and find a source, but, think about it, the campaign map is just made up of battle maps, so, if we can make battle maps, might as well let us do campaign maps.

Rome should be a keeper, and if its as moddable as it seems it will be, longevity beyond belief should be had. Even the rather lacking moddability of Shogun and Medievaal, they've lasted for years, and much longer than most games I've played, and especially most games that have been released in recent years.

Mr Frost
06-26-2003, 14:42
Quote[/b] (Captain Fishpants @ June 17 2003,08:40)]I think most people will be very pleased with how moddable the game is going to be. Except, of course, for the few who wanted to mod the left foot sandal designs on taller troops in eastern provinces in the later centuries that are shown when fighting battles at about tea time. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

MikeB ~ CA
Thanks Captain Fishpants ; that's fantastic news . I LOVE being able to mod MTW , and being able to do so with RTW will seal one copy sold for sure http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Cobra
06-26-2003, 23:57
I hope some good modders take ahold of this game if it's as moddable as CA is making it out to be.

Then all those people on official boards wanting the fantasy TW can have it, Shogun and Medieval 3D Total War will surely pop up if its able, and so, so much more if we can. I'm giddy, I truely, am giddy about this game.

King James I
06-28-2003, 07:35
There are six things I would like to be made moddable other than the things you can modify in MTW.

1. architecture
2. indoor areas.
3. A.I Behaviours.
4. to build something in the map editor and make it part of the campaign map. I mean I'd like to be able to build Byzantium in the map editor and export it so it becomes part of the campaign map.
5. underground areas. Like for example Skavenblight in the Warhammar universe or Moria in LotR.
6. Be able to have multiple unit types in one unit or the same unit, but with different stats. This would open the way to have units like the tercio or Dopplesoldners,who were the veterans of the Landsneckts, because, having the dangerous task to advance in the front line and cut down the enemy's deployment, they were double paid. These dopplesoldners would have better stats than the usual Landsknects.

WesW
07-05-2003, 06:50
In the Call-to-Power games, we had access to about all the settings used by the AI routines in determining faction aggressiveness, general troop deployment, overall army composition and diplomacy, as well as some I am forgetting at the moment.

All of these were laid out in text files similar to your units and buildings texts. We didn't have access to the AI routines, but we had access to the numbers that the routines used.

For RTW, this would be very useful for things like deciding at what point the AI would try and refit units, seek to engage or wait for reinforcements, deploy ships for coastal defense or establish trade routes, and choose whether to build up its cities or the army, as well as when and where to build roads and forts.
Things like deciding which factors are most important when placing generals in charge of armies, or the threat levels at which the AI should rush troop development or deployment would be great to have access to.
And, if diplomacy is finally going to be a significant factor in the game, access to the settings that decide what to do and when to do it would really let us see what could be done with the game.

TenkiSoratoti
07-07-2003, 01:13
Every game should take the example of Operation Flashpoint. It has the largest community because of the extent of its modding possibilities, thats the only way to keep a game going at large.

TS

paspus
07-07-2003, 10:58
i'd like to see a Medieval mod with the RTW engine... Maybe it will be possible by just installing the two games in the same directory http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif