View Full Version : what makes a good mod?
theadept
10-17-2003, 13:35
what makes a good mod?
be it good units
enginuety or whatever i'd like to know
whilst writing this i'm being tourchered
http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif
i will tell you how if i get enough replies
Marshal Murat
10-17-2003, 17:39
The mod is based on your favorite part of warfare at the time, be it Napoleonic warfare, or the brute force of Greeks,or the fanstasy of Middle earth.
NagatsukaShumi
10-17-2003, 18:14
It depends, the MOD first of all has to be enjoyable and balanced well, that means both the campaign and units. Then it depends what you into, if you like Rome you:ll play Patrician (Or CTW when its released), if Greece is what tickles your fancy then you'll play HTW and so on, the quality firstly has to be good but the subject-matter is always a "selling" point.
Bevan of Hertfordshire
10-18-2003, 18:40
The amount of small details maybe even ones that you don't notice they make a big difference, although big changes make differences too http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
Guilhabert de Castres
10-19-2003, 04:24
Lots and lots and lots and lots of
playtesting.
GdC
theadept
10-21-2003, 20:12
need more to help me make my mod
please do Numbered list eg)
1)
2)
theadept
10-24-2003, 19:24
i could hear a talent show
it was pain http://www.totalwar.org/forum/non-cgi/emoticons/mad.gif
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