Good Advice Duke.
Let us not forget that not all mods need to be big mods. A person may want to simply change a minor aspect of the game. In my case I seriously thinking of tracking down the Public order routines used in the campaign and fixing them so the player him self causes a revolt by not doing something rather than the revolt happening when a city reaches a certain size.
What ever people intend to do there are other considerations.
1) How big will your final mod be ?
2) Who will be hosting it for you and will the size of the mod cause the site to run out of bandwidth before the end of the month.
3) Are there are ways you can reduce the size of mod, eg by using Nvidas DDS tools perhaps on your TGA's etc.
4) Packaging and installation, how can you make it fool proof so even a noob can play your mod. Tracking down some of many freebee installers like the click teams install cuts down a lot of problems in this area.
5) Promoting you mod, you have to be a wiz are promoting stuff and making it sound cool without actually lying about it.
When the time comes for beta testing and feedback I have this advice for you.
1) Good testers dont grow on trees, be nice to them.
2) Take everything they say seriously no matter how outragious it sounds. I have found they are often right.
3) As you develope a list of does and dont's based on their feedback, post them as a list so your beta testers can learn them too. An informed beta tester is a better beta tester.
4) Name your generals after your beta testers, give them something to talk about and have a laugh over when the mods done :)
5) Remember beta testers have lifes too, so dont bombard them with new betas every few days, give them a chance to gather info on several bugs before releasing an update. Releasing an update to fix 1 bug at any stage of develope is often more annoying for players than not fixing a bug at all. Wait until your sure you have all the known issues fixed before releasing an update. Unless one bug is paticularly serious.
Giskard
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