Starting a modification:
Below are some steps that you might want to follow when starting a mod. Of course I am no modding god, but I've made quite few mods and have explored all areas of moddings. Over time I have developed an approach to modding to avoid wasting time and loss of info.
Step 0: Are you motivated?
Modding requires quite alot of time, and conversion projects like H:TW or N:TW takes a year for an entire team! Don't overreach yourself, find out what can be modded and wether you are capable of doing it. Starting a fantasy mod with 30 new factions, hundreds of supernatural monsters while you are still drawing stick-figures doesn't get you far. But if your idea is so great then you might still be able to form a modding team and bring your concept to life. But present it well and show that you are serious.
Step 1: Set up a design document
A design document will help you and others to get a clear view about what you are intending to do. You can make it as detailed as you want, but you might want to include:
- Time period. Do you want to cover the entire Dark Ages or do you remain in ancient times?
- Place. Does the campaign map cover all of Europe or just Minor Asia?
- Summary of conflicts. Most likely your time period covers some conflicts which are the focus of your mod. For example the Hundred Years War or the invasion of the Vikings.
This should give you a good base to build upon.
Step 2: Announce your mod
You probably can't wait to announce your mod on the boards and see what the reactions are from other patrons. And perhaps they will even help you. But remember that the first impression is the most important one. If your first post is an uninspired lazy one then there is a big chance that you have lost quite a few fans. To get the maximum potential out of it prepare your first post!
- Introduction
The reader should know within a few sentences what your mod is about. Note that non-modders will also visit your thread so make it as appealing and inviting as possible.
- Features
Of course you have intentions of what you want to include in your mod; x number of new factions, new units, or even a complete new campaign map. This will give the reader a quick summary wether your mod is one worth to watch.
- News
If you are dedicated to your mod then your thread will slowly grow in size and then the danger of confusing readers comes along. To avoid redirecting your fans to page 7, post 6 include a News section in your first post. When you have made a breakthrough or when the mod is released then the readers only need to go to page 1. The mod development forum will soon be crowded with mod threads, don't give normal patrons an even harder time to find a mod.
- Make a banner.
Not entirely necessary, but a banner will connect the reader not only via text but also visually. Plus you can also use the banner as a signature to promote your mod automatically all over the Org. If you do so take notice of the guidelines for signatures.
- Post in the Mod list thread
To make it easier for our regular patrons to find your mod, make a post in the List of modifications thread. Make short general description, 1 to 3 sentences. Do not include features as the patrons will find that out in your mod thread.
Step 3: Develop your mod
And now it's up to you to decide how to continue. Some want to start with the tactical part so that they can quickly play a battle, others favor the strategic part so they start with working out the campaign.
If you have made a breakthrough then remember to update your news section in the first post. It will be then very easy for normal patrons who infrequently visit the Dungeon to see how you are progressing.
And that is all I have to say at this moment. R:TW has only just been released and we have yet to begin researching its modding capabilities. Let's hope that CA hold his promise about R:TW being "very moddable".
Cheers,
Duke John
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