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  1. #1
    Member Member Phog_of_War's Avatar
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    Default Re: TWS2 modding

    I'd say dont hold your breath. In the last few releases CA (but mostly $ega) have demonstrated that they dont want us to be able to easily mod their games. Even though it has been shown to make their fanbase happier and more satisified. I was way happier with Stainless Steel or Darth Mod after I beat TW Vanilla a few times. It gave it a totally different feel to the games.
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  2. #2
    Shadow Senior Member Kagemusha's Avatar
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    Default Re: TWS2 modding

    Like said before it depends lot of how its coded.If everything needs to be decrypted before the files can be modded, then it wont be easy, which i really hope is not the case. If CA wants to give a longer life span for the game they should allow for modders to atleast mod the map, factions, campaigns and textures, so fan made campaigns for different starting periods and new clans could be modded in to the game.
    Ja Mata Tosainu Sama.

  3. #3
    Vote: Sasaki Member ByzantineKnight's Avatar
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    Default Re: TWS2 modding

    The way I intepreted that statement was that at the cost of flexibility (for example, easy modding) they concentrated on speed by hardcoding many of the game's functions. Hardcoding will always run faster than compiling script files as long as it is done properly.
    RIP Tosa, I can't believe you are gone, but we will never forget you

  4. #4
    Senior Member Senior Member Ibn-Khaldun's Avatar
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    Default Re: TWS2 modding

    Really? From where did you read that? That is not good news for modders though.

  5. #5
    Vote: Sasaki Member ByzantineKnight's Avatar
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    Default Re: TWS2 modding

    Here


    Quote Originally Posted by SEGA View Post
    The recent announcement that the uniform editor was being dropped jumped the gun a bit.

    It’s true that we’re not planning to release the tool we originally designed. Some feature designs don’t pan out as imagined, and this one was frankly not great. All it would allow was the setting of colours for a particular unit type. It was clunky and didn’t do what most people actually wanted.

    What we are planning to do is to release the full unit editor along with the data builder tool. This is the tool chain we used to create and edit the units in the game. It’s far more powerful than the uniform editor would have been.

    There aren’t any areas of the game which in principle we don’t want players to be able to mod, but there are difficulties in practice in making it possible, and we do have some work to do to package up the tools.

    We are intending to come up with a more comprehensive long term strategy on encouraging and facilitating mods, and will talk more about this soon, but for now I can say for sure that the Napoleon unit editor tools remain a priority. The tools are currently scheduled for release in the first half of 2011, this is of course dependent on how Shogun 2 progresses, and we will keep you updated.

    We haven’t and won’t forget this, hence putting a date to it. For now Shogun 2 remains our top priority.

    Thanks,

    Mike

    It really sounds like they are either hardcoding or packaging many of the features we used to be able to edit with notepad. Now if we get decent mod tools then it will be a good thing because not only will I be able to run it on my old pc and it will run faster and better on newer ones but we will also be able to mod as freely as we have in the past.

    If we don't get decent tools then it sucks because we are limited to vanilla.

    While they may not approve of all the applications of modding (E.g adding DLC units) they know very well that a large chunk of the community buys the game for the mods and I doubt they are really trying to stop us from modding.

    EDIT: In reference to the comments about EU3 there is a big difference between letting a game as simple as EU3 run and compile text files on the fly and a game that uses resources like Shogun II does. Any TW game after Medieval II lags pretty bad on my computer except on lowest settings, EU3 runs pretty smooth.
    Last edited by ByzantineKnight; 01-21-2011 at 21:29.
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  6. #6
    Senior Member Senior Member Ibn-Khaldun's Avatar
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    Default Re: TWS2 modding

    Whether we receive mod tools or not I am quite sure that the first modifications to the game will appear in the first 2-3 days or so. Remember ETW demo? After it was released there were immediately people trying to find ways how to mod it.

    Edit: And thank you, ByzantineKnight, for that article.
    Last edited by Ibn-Khaldun; 01-21-2011 at 21:46. Reason: gah..

  7. #7
    BrownWings: AirViceMarshall Senior Member Furunculus's Avatar
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    Default Re: TWS2 modding

    "modding for Shogun 2 right out of the box will be better than Empire a year after release, there is a lot of possibility there."

    Will total conversions be possible tho, i.e. campaign map modding?

    http://www.armchairgeneral.com/total...-interview.htm

    ACG: How moddable will Shogun 2 be compared to Napoleon and other games of the series?

    CL: The first thing to remember is that Empire was the first game in the series to be built on the Warscape engine, and the Warscape engine is something we built from the ground up. Warscape was greatly polished with Napoleon. With Shogun 2, we really refined the engine. During that same time the modding community has been making their own tools from the Warscape engine. So the tool set that the community has developed is really solid now. To the point where modding for Shogun 2 right out of the box will be better than Empire a year after release, there is a lot of possibility there. The big names in the modding community seem confident that they can do a lot of retrofit mods right out of the box. We are also possibly planning a modding workshops that will teach people how to more easily mod the game.
    Furunculus Maneuver: Adopt a highly logical position on a controversial subject where you cannot disagree with the merits of the proposal, only disagree with an opinion based on fundamental values. - Beskar

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