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View Full Version : Modding in RTW



Dhepee
11-21-2003, 15:43
Let's get some votes out for what we want to mod in RTW. In MTW you can't really mod the Glory Goals and you can't mod event triggers.

Assuming that RTW has a glorious achievement option similar in structure to MTW's, if it was fully moddable you could change the conditions of the goal and the points awarded. For instance if you created a late Roman Empire Mod you could have goal: Sack Rome for a barabarian faction, if they conqueor Rome and destroy at least 25% of the city's buildings then they get 10 points.

For fully modable event triggers you would be able to create the action that if in a Late Roman Empire Mod the Romans invade Dacia then the liklihood of revolts increases 25% and if a revolt occurs there is a 100% chance that the rebel army will contain 10 units of flaming pigs.

There are a couple of games that I still play that have a similar setup, both by Norm Koger: Age of Rifles and The Operational Art of War. In the game edit functions there are dialog boxes in which there are drop down menus that allow you to pick certain events, the outcome and the liklihood. They are far ranging, anything from: if the Prussians have 30% of their units routing then their reinforcements rout automatically to something as complex as if the weather is rainy then the allies have a 90% chance of a 10% reduction in airpower. This makes mods so much more in depth and so much more fun to play. Age of Rifles was a little early in PC gaming history to have a huge online following, the MTW or STW do, but Operational Art of War had what amounted to whole expansion packs of downloadable scenarios that encompassed whole campaigns. The Operation Barbarosa Campaign is one of my favorite mods to play ever. It is incredibly complicated and in depth, the fact that you could mod the weather and its effects made the mod so good. If we had that ability for RTW it would be awesome.

Alrowan
11-22-2003, 08:47
id like to see RTW come with a full set of modding tools, from skin editors, to campagin editors, the works

L`zard
11-22-2003, 11:58
plz, plz, plz

All modder's have considered this, and even asked CA for the release of some source-code for mtw:vi.

Full editing, CA it's good for the game, good for sales

Really I'll buy R:TW just to get enabled for the mods

Just imagine the possibilities http://www.totalwar.org/forum/non-cgi/emoticons/idea.gif

dessa14
11-22-2003, 12:13
yeh lizard has it right look at half life people bought the original game just to play the mods. they should make RTW for linux too (like for either) and fully opensource.STOP
thanks dessa

spmetla
11-22-2003, 21:49
Yeah, It's been years since I've played actual Halflife but I play Day of Defeat every day and Counterstrike once a week in our Residence Hall LAN.

One important thing that Valve did besides allowing for the creation of Mods was given official support to the popular ones, namely CS and DoD.

TheSilverKnight
12-02-2003, 23:36
I voted for Gah, but it was a tough choice. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

dessa14
12-06-2003, 11:27
we NEED to edit EVENTS or even CREATE complete new EVENTS
Its just a PAIN in the ARSE at the moment with modding.
NEED OPEN SOURCE
thanks dessa

*Ringo*
01-22-2004, 23:13
The more options the better in my opinion http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif (for what that's worth anyway) http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

*Ringo*

(Oppps didn't see the post date http://www.totalwar.org/forum/non-cgi/emoticons/gc-blush.gif How do you spell oooppps anyway??? http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif )