View Full Version : Too many mods are being made at once.
SSJVegetaTrunks
11-20-2006, 20:27
We have many mods in development, but very few actual modders. It's making it hard for anyone to get any work done. It's kind of sad :embarassed:
The Foolish Horseman
11-20-2006, 20:30
ill be your historicla adviser if you want mate
pm asap if interested
SSJVegetaTrunks
11-20-2006, 20:57
well I'm helping (trying to, anyway) with Inca: Total War. I'm not sure if they need a historical advisor, I'll ask.
spirit_of_rob
11-20-2006, 21:39
heh heh oh look another one of these threads... ive yet to work out their purpose.
Simple fact modders can only work on what they find interesting if you try and work in an area you have 0 interest it all starts going wrong.
Neon twilight
11-20-2006, 21:58
It's and it'll be forever we all would like to mod the game for each setting we like but it's impossible... and actualy only little team with "swiss-knife" modders with only one objective appart for some exceptions.
These sorts of thread are somewhat tedious, and usually started by people who are not modding themselves. Usually, they are people hoping for a particular mod to be finished but find it is struggling to get recruits.
Here's my take on the subject:
1) Modders have a life, and limited time for modding. This makes their time precious.
2) Modders do it for free, and the only reward is the personal pleasure in seeing your creations active on screen.
3) Modders have spent a lot of time and effort aquiring their skills, and always, to some degree or other, resent anyone telling them what they should or shouldn't make.
Add the three together and you get my general view on why there will always be lots of mods. I don't work on other peoples mods because they don't interest me. At all. I foud Blue Lotus fascinating, but would never have considered asking to join purely becuase it was a period and storyline that didn't interest me. Hoggy is a modding master....and it was his vision. Not mine. Same goes for just about every mod out there.
Add that all together, and for me to work on someone else's mod would result in me spending my valuable time, for no reward, making things I didn't want to make. So, in order to gain my personal rewards from my precious hours, I make exactly what I want to make and enjoy doing just that.
I don't care if a mod never gets finished, because for me, the pleasure is in the creation, not the finishing. Those who cannot mod get no pleasure form the creation they can't participate in, so for them the finishing is the high-point, because it means they finally get to play with the stuff they have been tantalised with through endless screenshots!
Try telling modders to quit their own projects and work for some centralised community mod. I guarantee the main output of the team will be flames! Starting with who runs it....moving on to who directs what is made.... and ending with lots of toys flying from various prams :inquisitive:
SSJVegetaTrunks
11-21-2006, 20:22
I never said anything about what modders should and shouldn't do, and I'm sorry if you took it that way. I am not a modder (I'm trying, but it's hard). I guess this thread is a little pointless, is there any way for me to close or delete it?
It's not a question of upsetting modders....but the replies you have got are a natural lead on from your initial statement.
Too many mods means we should have fewer mods. That means the few modders are grouped together and more work gets done on these projects increasing the chance of getting them finished. Quite simple in theory, and from the standpoint of the casual observer, it should be absolutely obvious.
The replies you have had from modders should give you a few hints at the modders mindset, and make it clear why this doesn't happen.
Join the ranks of the modders. It's the only way to help! Us modders are just not going to change ;)
Well, i watch this thread and i have a great project, but due to the lack of modders it cant be runned.
Its going to be called Rome2:Total War, and it will have a total remodelling of RTW and I was thinking in becoming more real the game,without losing the historical acuraccy RTW has, adding blood and other things.
SSJVegetaTrunks
12-01-2006, 02:01
Kinda like RTR?
spirit_of_rob
12-01-2006, 09:07
....without losing the historical acuraccy RTW has,
heh heh sorry but that cracked me up what accuracy that Rome has?! you mean the mummy returns egyptians or the day glow pink Parthians etc etc etc.
Anyhow back on track if you want your mod to happen so much you have to learn how to do some of it, you have more chance of gettin people to help when you have things to show.
SSJVegetaTrunks
12-01-2006, 13:43
Yeah I'm helping now. I learned how to make traits and retinue, and I should be able to learn how to change other text files pretty easily, too. The problem was that I was trying to model, then I realized "Wait a minute... I don't have any artistic talent! I'll learn how to mess with text files!"
Dol Guldur
12-01-2006, 14:35
One of the realities of modding is that most people's enthusiasm to see (or even create) a mod does not match their willingness to learn how to mod. I think you'll find, even on modding teams, less than half are actual modders in the proper sense of the word.
It's great you've started the journey and stepped over the line of desire to action. There are many areas to modding and if everyone with even an iota of interest got themselves clued up even on a specific area, well...it would make a great contribution to modding!
Areas of Modding/Mod Support:
Art
- 2D Art basic - (event images, ancillary images, loading screens)
- 2D Art advanced - (portraits, building images, pips, interfaces)
- Mapping
- 2D Art - original art
- 2D Art - concept work
- Modelling
- LOD making
- Sprite generation
- Texturing
- Texture editing
- Animations
In-game Text
- In-game description text (buildings, units, ancillaries, traits, campaign factions, event, etc.)
Coding
- Battle scripting
- Event scripting
- Text-file coding (tech trees, ancs&traits, audio, units, map/campaign, climate/vegetation, AI, general, etc.)
- Game code mechanics research & development
Audio
- Research for music audio
- Editing/creation of vocal and music audio
Visual
- Video creation/editing
Other
- Battlemap editing
- Voice acting
- Installer expertise/scripting expertise
- Web site design
- Web site tech. support/admin
- forum moderating
- historical research
- image research
- PAK expertise
- Balance expertise (units & campaign)
- Game-play research
And I've probably missed a few things.
SSJVegetaTrunks
12-01-2006, 14:58
Yeah. I've learned almost everything I need to know about making traits and retinue. Once we're done with that in the mod, I'll probably learn how to do something else.
heh heh sorry but that cracked me up what accuracy that Rome has?! you mean the mummy returns egyptians or the day glow pink Parthians etc etc etc.
I have to edit that.lol
look at this
Historical accuracy
While no computer game can claim to be entirely historically accurate many within the established Total War fanbase took issue with some of the blatant historical inaccuracies in Rome: Total War. Criticisms range from the obvious mistakes to the downright picky (certain players have complained about such things as small differences in the names of provinces or tiny deviations in armor or helmets). Some fans stipulated that the Creative Assembly was attempting to sacrifice historical accuracy to reach a wider market of gamers, and others accused the company of sacrificing strategic and tactical depth for eye candy and bigger battles to reach out to the gaming masses.
The major faction inaccuracies presented by the community stem from the portrayal of the Roman Republic as consisting of four separate political and military bodies, the New Kingdom style of the Egyptian units and buildings, and the unification of the barbarian tribes and the "Greek Cities" into single entities with one ruler as opposed to separate tribes or at most a loose alliance. In fact, Rome was more unified than any of the other factions portrayed in the game and certainly more centralized than the Gallic tribes or Greek city states. The Egyptians were a coherent faction during the time period of the game, but their armies would have been outfitted much like the Seleucid or Macedonian forces, owing to the Ptolemaic dynasty's descendancy from the Macedonian generals of Alexander the Great. Although the ruler was still referred to as Pharaoh, the Zulu-like Nubian Spearmen and the New Kingdom headdresses of the Nile Spearmen would have been considered anachronisms on the battlefields of the day, while chariots had disappeared from the battlefields of Egypt some 1,000 years before.
Certain units have also been criticized for being too fantastic and geared towards the younger RTS demographic as opposed to the traditional fanbase of Medieval: Total War and Shogun: Total War. "Incendiary pigs", for example, were indeed used to counter elephant troops, but it is grossly inaccurate to suggest that an entire unit was trained for that purpose; the only recorded use of such a tactic was by the defenders of Megara during the Wars of the Diadochi (see for example Aelian, de Natura Animalium book XVI, ch. 36). As mentioned above, eyebrows were raised over the inclusion of "Head Hurlers" as actual British ranged troops, Arcani as groups of elite, ninja-like fighters and the "Urban Cohort" (who in reality were just a combined night watch and fire brigade in Rome) as a superior force to the Praetorian Guard in terms of fighting skill. The impeccable organization of the German "Spear Warband" (a unit that can form a phalanx) also stirred a bit of protest from accuracy-minded gamers and history buffs.
The two most popular mods for R:TW, Rome: Total Realism and Europa Barbarorum, dealt with a number of these issues and historical inaccuracies. Changes included the removal of the Brutii and Scipii factions from the game completely, unifying the Italian peninsula under a single faction, "Rome." Patches were released to increase the number of provinces and cities, to remove certain ahistorical units and to modify existing units to look more realistic; for example, the Egyptian army has been completely revamped, and is now quite similar to the Seleucid and Macedonian armies, rather than the previous pharonic armies. The names of some other units were changed to promote both realism and variance (for example, "Greek Archers" were changed to "Toxotes").
Wiki opened my eyes.In R2TW, the mod will fix this errors, better said, horrors
Shigawire
12-10-2006, 06:18
What mod is R2TW? :inquisitive:
What mod is R2TW? :inquisitive:
In my opinion, EB or RTR is what Caius Flaminius considers to be R2TW.
Either that or he is saying that if there is future version of Rome (R2TW) then the CA will fix it historically accurate after all this bad publicity due to historical inaccuracy.
Shigawire
12-14-2006, 12:04
Well, that's certainly an optimistic view considering the historical authenticity of CA's most recent outing, M2TW. :yes:
Dol Guldur
12-14-2006, 13:25
I wonder if anyone will start a thread entitled "Too many modders are being made..."?
No, didn't think so... :laugh4:
Other CA error.
Caius Flaminius is not a diplomat
http://www.encyclopedia.com/doc/1E1-Flaminiu.html
Flaminius, Caius , d. 217 BC, Roman statesman and general. In his tribuneship (232) he sponsored an agrarian law for the benefit of the plebeians and, as praetor (227), governed Sicily successfully. While consul (223) he campaigned against the Insubres and although chosen master of the horse (221) was barred from office by the occurrence of a bad omen. As censor (220) he constructed the Circus Flaminius and the Flaminian Way. In 218 he was the only senator to support the tribune Claudius in prohibiting senators and senators' sons from possession of seagoing vessels except for the transportation of the produce of their own estates. As consul again (217) he was a leader against Hannibal in the invasion of Italy, and he was killed in battle at Trasimene. See Punic Wars .
Roman_Man#3
01-11-2007, 02:03
I don't think you would be able to make a mod called R2TW, for a couple reasons.
-one, if you call it rome 2 total war, creative assembly/sega is likely to tell you to change the name or shut you down, due to the fact that they might make a rome 2 total war(medieval 2 total war).
-two, how many full conversion mods are there concerned with historical accuracy. two come to mind that do everything. there are others that seek to improve the historical accuracy, but be funner as well. res gestae? terrae expugnadae(?) ? there are so many, it would be a waste of talent, as you could probably find what your looking for in an other mod, or you could join that mod.
-three. starting a mod now wouldn't be smart. Due do the amount of time required to make a full conversion mod, CA and sega could be well on their way to developing/ possibly releasing a rome 2 total war. If you were planning on releasing a mod around the same time as their game, they wouldn't let you as it might not help with their sales.
If I were you, I would just join another mod and give them your ideas.
I wonder if anyone will start a thread entitled "Too many modders are being made..."?
No, didn't think so... :laugh4:
:inquisitive:
Dol Guldur
01-12-2007, 17:55
Ah, English sarcasm... :book:
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