View Full Version : Modability in RTW
I was wondering to what extent modders will be able to mod RTW. I know multiple total conversions for MTW were done, but (correct me if I'm wrong) it was not possible for the modder to create new factions or units, just (heavily) modify the old ones. So my question is, will talented modders be able to create new factions and units from scratch?
thanks
You can create both units and factions. Several of the newer mods have both.
A few things I would like in RTW is to make your own missile weapons, and continue the trend with the connected unit stats and era files and expand that to projectile stats and unit names too.
That way a mod can be done without effecting your normal game...something that is very important when playing multiplayer.
CBR
looks like CBR beat me to it, but i will post this anyway.
Quote[/b] ]Rome: Total War is going to be the most moddable game in the Total War range so far, and there will eventually be a range of editors and tools to make it easy for anyone to create new campaign worlds, units, factions, cities and much more besides. Rome: Total War won't just be a game, it'll be a tool kit for empire building It's going to be fun
That taken from the FAQ on the .com forums
deejayvee
10-17-2003, 07:33
Quote[/b] (Monk @ Oct. 16 2003,20:57)]...and there will eventually be a range of editors and tools to make it easy for anyone to create new campaign worlds, units, factions, cities and much more besides.
Personally, I'm still waiting for the Historical Battle Editor for MTW.
Quote[/b] (deejayvee @ Oct. 17 2003,08:33)]Personally, I'm still waiting for the Historical Battle Editor for MTW.
And as historical battles apparently can be played online in RTW Im looking forward to that editor there http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
CBR
Quote[/b] (CBR @ Oct. 16 2003,20:51)]A few things I would like in RTW is to make your own missile weapons, and continue the trend with the connected unit stats and era files and expand that to projectile stats and unit names too.
That way a mod can be done without effecting your normal game...something that is very important when playing multiplayer.
CBR
Konnichiwa,
I actually hope that it will go a step of 2 further than that.
Make subdirectories with different unitstats, projectilestats... and allow the user to select and combinate different sets and store them in Profiles:
Certified Profile -Yes/No (for ladders/tourneys, result of CRC OK'ed by masterserver. Some elements like MapName may need to be excempted from CRC OK tool will decide what to check).
OKURL - http://../ladder1/CRCOK.php (to send CRC OK from. Shouldn't be limited by GameSpy or Activision server, any fansite could be used too: PHP/PERL/JAVA tool).
ResultURL - http://../ladder1/Result.PHP (tool to collect and proces battleresults for a ladder/tourney/homemade campaign).
Send missing files - Yes/No (Joiners who miss files can auto receive them from host).
UnitStat -
ProjectileStat -
Combatformula -
MaxAllowedMoraleUpgrades - (0-3 levels)
MaxAllowedArmorUpgrades - (0-3 levels)
MaxAllowedWeaponUpgrades - (0-3 levels)
TotalAllowedUpgrades - (1-16 units)
Number of players -
Map -
Dinars -
Season -
Weather - (random, fine, rainy...)
GameSpeed -
Morale - (adjust routingpoint).
Disabled factions -
Disabled units -
Timer - (x mins or no limit).
Deployment time - (x mins or no limit).
Camera - (restricted, free or -ian for all).
..
..
User can load a profile, optionally change bits in advanced settings, save the new profile and host. Joiners can check the profile before joining.
This would benefit MP'ers, but also SP'ers: instead of adding stucture/unitstats, a Profile.txt is added to a Startpos. SP'ers could download a brilliant strategy campaign and easily tweak the unitstats by editing the Profile.
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