This is perhaps a strange question, but I still feel pretty new to the modding community and I wanted to find out a little more about how it worked. These are my impressions of the mod community to date and I would welcome corrections, emendations, considerations and opinionations.
In its widest sense, the modding community includes anyone who has edited their text files on their own, but more realistically it consists a smaller number of people who are active in developing modifications to the game either for public release or for their own personal preferences.
As I understand it, there are several different roles within the community, with the distinctions largely falling along the lines of the type of programme required to modify the game. So that broadly there could be considered to be:
Text Editors
Skinners & other graphic artists
Modellers
Animators
And also programmers who create the programmes that help the community edit the game, either by allowing access to otherwise inaccessible areas (such as Vercingetorix’s unpacker) or by making modifying the game easier (such as GodsPetMonkey’s Hadrian and Caligula).
These roles are by no means mutually exclusive, rather the reverse: animators tend to know how to model, modellers tend to know how to skin and pretty much everyone knows how to edit their text files. That’s not to say that any role is more prestigious or worthy than any other. It would take far more concern and skill to balance and adjust all the text files for an entirely new campaign than to simply do a shield swap. It is merely to suggest that, for newcomers to modding, there appears to be an obvious path of development from text to skins to models to animations, learning each new skill as you bump up against the restrictions in what you previously could modify.
So, as far as I can tell so far, these are the people that make up the community. The primary goal of the community is the production of modifications for the game, and to that end many different methods are used. Most modifications (especially, but not necessary the smaller ones) appear to driven by a single person, who either performs all the work themselves or who arranges and combines together work performed by other people made available to the public. These can be as simple as providing a new skin or unit, rebalancing the game, swapping units and so forth.
Mods with larger ambitions will perhaps have a team behind them, which could be a tight-knit largely static group who are all very familiar with each other or a looser conglomerate of modders who draw together because they are interested in contributing a single idea that has been proposed. Or somewhere in between.
And in order to help the production of these modifications, there exists several support networks, such as forums where modding ideas and research are discussed and other organisations that look to teach or provide additional resources to modders or help develop individual mods.
So, this is my broad impression over how things actually work. But I’d be interested into learning more of the detail.
For instance:
Are smaller, non-full conversion, mods such as rebalancing, unit swaps and new skins actually used much outside the modding community itself? Or do they tend to have to be incorporated inside a full-conversion mod in order to catch the public attention?
I’ve noticed that there are lots of new skins and associated models posted around, do these get widespread use or again do they have to incorporated in a larger mod? Or are most of these skins & models developed specifically for larger mods in development (either that the skinners are creating or have offered specifically to create) or are there a large number of skinners who develop their skins solely for their enjoyment in its creation?
Obviously, there are fewer people who are able to text edit, skin, model and animate and so these people naturally become more valued by mods in development, if for no other reason than if a mod doesn’t have any skinners/modellers/animators there are limits on what it can achieve. So are the people who (for want a better term) are the driving force behind the larger full-conversion mods able to fulfil most of these roles, or do they emerge as the result of other criteria?
And how do these larger mod teams operate? As is readily apparent on any forum, getting a consensus on anything with any group larger than one can be a challenge, how do they manage to ever release a finished product?
I know this is all somewhat discursive and open-ended, but I’d appreciate anyone else’s thoughts. Don’t feel compelled to reply to the specifics questions, they're just to get the juices flowing, rather I’d be interested in any insights into about the mechanics of the mod community itself.![]()
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