Quote Originally Posted by Monk
I'm not sure. but consider all the major mods that have sprung up around rtw. EB, RTR, SPQR, Blue Lotus, SJ. not to mention countless skins/new province packs and map editions. I'd say even thought there's a lot of hardcoded elements of RTW, it's still very moddable.
I'll admit that...but look at this...


Contrast against another game I have modded, Battlefield 1942. They released a Mod Development Kit (upgraded at least three times with new features), which contained packing/unpacking tools, mod tutorials, map editors, and various other things (all of which we had to hack and create ourselves for RTW); they set up an online modding support site, where all of the in-game values and parameters were explained to modders (nothing exists for RTW); Most of the mechanics for the entire game were accessable (very little for RTW). I believe they even provided their own conversion tool to send s into 3DSMax and GMax, as well as an unwrapping tool. NONE of the modding tools for BF1942 were fan created, though I think a fan created an alternate map editor (not liking the released one). Not a single appreciative parameter was hard-coded (or if they were, they had limits near infinity, as no modder has run into it yet).

The modding support for RTW consists of: Occasional, infrequent (though valuable) posts by an RTW developer in a fan forum. Everything else is fan-created, from the tools to the tutorials. And, of course, we're stymied by hard code everywhere.

Compared to my experience modding BF1942, which WAS very simple, a breeze really, modding RTW has been a frustrating, tedious experience that I would never have continued if I didn't like this project so much.
In terms of overall moddability, RTW may not even beat MTW, much less other -contemporary- games (Fallout 2 and Jagged Alliance 2 are much older).

And this is coming from an EB member.