Double post!!!
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Double post!!!
I agree. Many games implement a good module system that allows you to have many different mods installed over the same install.Quote:
Originally Posted by PROMETHEUS
Tool wise, we need a proper set of plugins for Max ( and other software ) that allows us to import and export models, correctly re-do animations without all the bugs, AND MAKE NEW SKELETONS....or at least, to move pivot points for models. Currently, you cannot do this.
Next on the list would be a decent map editor. TIME was a good effort, but a professional version would be a real bonus for all those people who struggled before.
Also high on the priority list would be a pack/unpack tool
Finally throw in a simple formation and unit editor, and that would do for me.
This looks like it will be a lot more complex to mod, but the results will be a lot better in terms of making decent mods. I would not expect CA to give us everything on a plate, and would understand ENTIRELY if they wanted to make exporters....but NOT importers....for models and animations. That would protect their intellectual property and still allow us to make new content
For M2:TW I would like to see the following files within:
-export_descr_ai.txt [With hundreds of AI settings and variables],
-more the 20 factions, ability to create new agents (in descr_agents.txt),
-and a export_descr_diplomacy.txt file with diplomatic settings.
Farewell,
Arbaces.
1. An in-game battle map editor, so you can create your own historical battles, place units on the battlefield, write a pre-battle description, set when reinforcements arrive etc.
2. A easy-to-use campaign map editor. Perhaps a picture of the map could come up, and you could click and drag settlements to move them, place units in them easily. It's a night-mare testing time and time again to try and place units in a re-located settlement.