True. I guess I'm gonna have to become a millionaire ~:rolleyes:
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True. I guess I'm gonna have to become a millionaire ~:rolleyes:
I guess if financial support is gonna be a required motivating factor then it's best to set up a Paypal donations account or something, were people can make donations while the game is being developed. Then perhaps if it gets to a more advance stage the game can be sold (like Mount & Blade)
You're very right about that! Asking people "would you pay x for this new product?" doesn't give you any clue about the actual behavior when they meet with the product.Quote:
Originally Posted by [cF]Adherbal
1) I'm not sure how CA could make the mod fully moddable without giving away valuable trade secrets. Don't forget people working there need to put bread on the tables of their families. There are people who develop open source code and some of them are into developping games, but I'm sure they have other sources of income.Quote:
Originally Posted by DavidtheDuke
2) The factions limit is actually not a big problem: look at "The First Triumvirate" mod, which uses only a fraction of the available factions. Or look at Imperium:TW which would be released soon and you'll see another approach to the faction limits ~;)
3) Honestly unit limit isn't really an issue either, because any faction (including the player) would only use a handful of units at any time. Those ones adequated for the job, that is. Besides look at real life armies at any time. None used too may different types of units.
4) More units on screen (aka epic battles) - yes, I've seen in the polls I've run at TWC http://www.twcenter.net/forums/showthread.php?t=32757 that this is a very popular feature. Well, this is in a way still availabe today: you need to have the option "unlimited troops on the battlefield" on.
I'm not talking about individual unit-to-unit combat or pathfinding "secrets", just the ability of the battle AI, which is kinda nill right now, and also the campaign AI, which I don't think there really is any secrets of :P
There is a limit to men on the battlefield? I'm not talking about hardcoded/preventive limits, just the actual efficiency of processing several combatants AKA better FPS.
About the faction limit: an unlimited or moddable would allow different-age mods, as well as multiple mods without having to switch data folders.
In event, I suppose I shouldn't have said 'fully' moddable, I wouldn't really need that. I do however think RTW could be much more flexible
fully moddable could be in the sense that when an AI bug is found or another feature is wished as changed or added, that could just be done in the hardcode by the active members, who would update the executable or make it an alternative. also, we wouldn't require everything to work for everybody (therefrom the limits in rtw I think).
if we'd get some entusiastic and skilled people signing up, I'm totally in. we should maybe have some kind of commercial goal because it would probably never be finished if not, but besides from this it would be pretty hard because of the conditions (developers spread worldwide etc.)
It doesn't have to be fully moddable, that's a pipe dream, but it can still be extremely moddable. Look at how much Garry's Mod changed Half-Life 2, it's incredible.Quote:
Originally Posted by Dromikaites
Sure having a very moddable game is great and it also helps sales because the people still need the original in order to play the mod.Quote:
Originally Posted by Simetrical
I would love for instance a feature like a simple way to check through script who is alive and where is he on the map (my biggest frustration at the moment ~:)). I would also love to be able to "export" the unit list from any stack into a custom battle, so I can improve the units' behavior in battle beyond tweaking the formations.
In the same time I see CA games' moddability improving with each new version. While we have the right to expect more moddability because we are customers who have fun both from playing and from modding (or maybe even more from modding than from playing ~;)), the company owners also have the right to a good return on their investment. So the budget allocated to the development of a game will allways be limited. This means the number of man-hours put into developping a commercial game will allways be limited. A finite number of man-hours means a finite number of features. Therefore it makes business sense to develop first the features who appeal to the majority of the potential customers and then those for the modders. CA accumulates experience with every new project so they will be probably able to do more within the bugetary constrains next time.
do anybody have some good name suggestions for such a game? open source total war isn't exactly very exotic, neither should it contain "total war" or be directly associated with it since the game would in fact be very different in many aspects. just wondering... ~:handball:
edit: also it shouldn't be related to a certain timeperiod. could be ww2 as well as biblical wars
Howza bout:
Open War(s)
Free War(s)
Free Battle(s)
Open Battle(s)