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Thread: What new MODS can we expect using VI?

  1. #1
    Member Member Turbo's Avatar
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    I think it is safe to say that VI has really opened up Mod opportunities. I am curious as to what time periods, factions, and units people are working on.

    My thoughts --
    I would like to see a MOD with all 31 factions enabled. More units. More orthodox and pagan factions. More trade goods and ships. and, an EXTREMELY CHALLENGING MOD even if it means you can only play one faction.

    Some of the MODS out there start out with advanced buildings and economies. I really enjoy the building aspect of the game and would like to see more MODS with less urban sprawl starting out.



    When you decide that servicing your core niche is no longer important, you might as well put a gun to your corporate temple. - Red Harvest -

  2. #2
    Yorkist Senior Member NagatsukaShumi's Avatar
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    So what your saying is you'd like some sort of "ultimate" MOD?

    Its entirely possible with the freedom that VI allows with all the modding now, though I doubt one person could do this on their own, maybe a group of experienced Modders could attempt this?
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  3. #3
    The Lordz Modding Collective Senior Member Lord Of Storms's Avatar
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    The Lords will be releasing the Napoleonic Era Campaign for VI in the near future, it will incorporate the nap. unit betas that are available for test play now but with the campaign aspects of play added in. So Coming soon The Napoleonic campaigns for VI brought to you by The Lords Modding Collective.
    Taking life one day at a time!

  4. #4
    Senior Member Senior Member Wellington's Avatar
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    Quote Originally Posted by [b
    Quote[/b] (Turbo @ May 16 2003,11:55)]I think it is safe to say that VI has really opened up Mod opportunities. I am curious as to what time periods, factions, and units people are working on ...
    It has indeed.

    If you choose to itemise the areas that have been significantly changed/enhanced in VI you will arrive at -

    a) multiple file structure changes (locations/contents)
    b) multiple faction modifiable changes (colours/names)
    c) multiple region structure changes (names/locations/rebels/characteristics; wealth etc)
    d) multiple additions to enable multiple varied campaigns (maps and all) accessable from a single multi-purpose menu
    e) multiple enhancements to facilitate the addition of new BIFs (different looking units)


    From the above you can easily surmise two things -

    1) the potential for modding has been increased enormously
    2) the complication for modding some areas has also been significantly increased

    From 1) there is a lot of potential

    From 2) there is a new learning curve required in order for modders to fully understand and manipulate the areas of MTW/VI that can be amended


    In simple words, everything appears to have been made easier, but this is an illusion of sorts. There is a totally new learning curve required to fully exploit the potential of VI.

    Whilst some areas of MTW modding have not changed significantly (ie: unit modding which basically has'nt changed - just been expanded), others areas have been completely rewritten (ie; campaign map/startpos file considerations).

    Anyone choosing to amned the startpos files (EARLY.TXT etc) will find that the additional VI considerations can be extremely complicated and very confusing.

    Amending the startpos files in MTW was comnplicated enough - VI now introduces additional complications that must be thoroughly understood before startpos files are amended. There is now a far greater relationship between the startpos file parameters and the physical file structure within VI - far nore so than existed in the original MTW.

    In conclusion, any mods produced in The Dungeon for VI have the potential to be "ground breaking" but WILL require a LOT more cooperation and assimilation of knowledge before such mods are realisable.

  5. #5
    Creator of the Medmod for M:TW Member WesW's Avatar
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    Quote Originally Posted by [b
    Quote[/b] (Wellington @ May 16 2003,13:13)]From the above you can easily surmise two things -

    1) the potential for modding has been increased enormously
    2) the complication for modding some areas has also been significantly increased

    From 1) there is a lot of potential

    From 2) there is a new learning curve required in order for modders to fully understand and manipulate the areas of MTW/VI that can be amended


    In simple words, everything appears to have been made easier, but this is an illusion of sorts. There is a totally new learning curve required to fully exploit the potential of VI.

    Whilst some areas of MTW modding have not changed significantly (ie: unit modding which basically has'nt changed - just been expanded), others areas have been completely rewritten (ie; campaign map/startpos file considerations).

    Anyone choosing to amned the startpos files (EARLY.TXT etc) will find that the additional VI considerations can be extremely complicated and very confusing.

    Amending the startpos files in MTW was comnplicated enough - VI now introduces additional complications that must be thoroughly understood before startpos files are amended. There is now a far greater relationship between the startpos file parameters and the physical file structure within VI - far nore so than existed in the original MTW.

    In conclusion, any mods produced in The Dungeon for VI have the potential to be "ground breaking" but WILL require a LOT more cooperation and assimilation of knowledge before such mods are realisable.
    Yeah, I agree with this completely after my time spent on making the No Units version of the Medmod this week.

    There are little things appended and changed all over the place, which has made it rare to be able to simply paste things over from the 1.1 files.

    Also, the freedoms for making mod-specific versions of the text files seem to be hit-n-miss. You can declare your own units, building, and hero names files, but not descriptions, general names or changes files, and ECS has already explained why the projectile stats can't be declared.

    Overall, it may be easier if you don't have much previous experience with modding MTW, so that you don't have any pre-conceived ideas of how things are set up.
    Wes Whitaker's Total Modification site:

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