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  1. #1
    Member Member Molleby's Avatar
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    Default Re: Starting a modification

    Hello to you all.

    I'm pretty new to this site and the whole community in all, so please forgive me if this is the wrong place to post this.

    I've read the introduction guide and thought about this little project I have (a parallel project I work on when I'm not modding Europa Universalis)

    For about 6 years I've been creating a fantasy world of my own for roleplaying purposes. With time I've created a full 6000 year history, a mythology, a geographical world etc. I've included (stolen some would say) elements from everywhere from Tolkien to real history to Warhammer to all sorts of religions. I've included just about every stereotype of fantasy to including new stuff, like an proto-industrial revolution, etc. I want to make a full mod for RTW out of this, but I'm not in a hurry. If it takes a year or more, so be it.

    What I have for a starter is plenty of maps of the world, enough to make a working map for the mod. Factions, units and so on are also done, that is, I have it on paper idea-wise. I figure that if I do the map first, make the factions work and so on, that would be a good start. I don't know how to do units, but from what I've seen so far, there are plenty of units in the communities to "steal".

    So, if I leave the unit graphics alone for the moment, and concentrate on building the world itself, what elements should I be aware of? The map itself I know I can do. Question is, once I finish the map, what then?
    - Only the sausage-maker's son knows how to honour me

  2. #2
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Starting a modification

    Well I guess the obvious thing would be factions then units. At the end of the day, you want a mod with good gameplay. My personal oppinion is get a 'skeleton' of the mod working. Basically a map and factions, and some units. They don't have to be balanced. Then once you've done that, you can play around to your hearts content with stats and stuff to make the game fun.

    PS, not really the right place, but I suppose if you can't make your own thread...

  3. #3

    Default Re: Starting a modification

    Hmmm. The advice in this topic is great. I probably should have read it before posting my mod. I guess that's what the edit button is for though.
    Conquer a whole new world.

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  4. #4

    Default Re: Starting a modification

    Very good advice indeed. However, if I knew this two years ago I never would have started Fourth Age: Total War. I got lucky and found the right people to run the project...

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