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  1. #1

    Default Re: NEw forum for mod ideas?

    Quote Originally Posted by Myrddraal
    My idea varies a bit from u guys, anyone can create any mod, they just need the determination and will to do it.
    Oh, I agree. Anyone _can_ create a mod. I was completely new to modding of any kind with Rome and all my mods released to date have been solo efforts. But they've only been completed because I've known that I had the ability to finish them myself as they were all just text editing changes.

    And while they were great experience for me, in all honesty they were of little benefit to the community - no one plays them. And that's because they weren't fully polished products that delivered a complete gaming experience and because they weren't compatible with other mods that did.

    I think at the moment there is a great emphasis on starting your own mod - it appears to be the only way to progress as a modder. I don't think that it would do us any harm to illustrate that as well as starting your own mod, you can also develop by looking to help out with a mod that's already in development, to highlight the mods that have a core team and which have undergone significant development but are still interested in recruiting. Also, to highlight the advantages of having worked with an experienced team when it comes to founding your own mod projects.
    Last edited by Epistolary Richard; 06-24-2005 at 10:21.
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  2. #2
    Senior Member Senior Member Duke John's Avatar
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    Default Re: New forum for mod ideas?

    The problem is some people who have little to no moddings skills propose ambitious projects
    I woudn't call that a problem, since thats exactly what I did...
    Well, I started with no experience too, but instead of proposing a Lord of the Rings mod, I made an Uruk-hai unit and showed that the project was possible and that I could contribute.
    What I meant to say is that people have an idea of an ambitious project and then wish to see others helping them in creating it; "Hey I have this great idea of a SciFi mod with 10 factions and 100 new units, but I need coders, modellers and skinners!" And of course they immediately make a teammembers list with theirselves as Mod Leader.

  3. #3

    Default Re: New forum for mod ideas?

    DJ has a VERY good point there, and I agree 100%

    There are a lot of people who have an idea and then want people to come along and make it happen for them. They have not done the basic thinking about how the mod would be realised, don't have any concrete plans for units or lists of what they want, have no concept art or source material, and generally have just had a 'WOW...wouldn't that be good in RTW' moment.

    This is a recipe for failure both in terms of recruiting supoprt and in retaining the interest and enthusiasm of anyone that might be recruited.

    If someone has ZERO mod experience, they can make a mod. They can learn some of the skills. Anyone can edit text files with a bit of determination and effort. Most people can modify faction names and banners with a few simple tools. The more you can do yourself at the start, the more likely your mod is to get finished. And as far as anyone else using it goes...personally, I don't care!

    I am making 2 mods currently...my Robotic 'Terra-Wars' and the Hyborean Age. I am making them for me, and for the enjoyment I would get from it. I would hope anyone who offered to help did so for the sdame reason and would be a welcome addition.

    Anyway.....thats sliding away from the topic ;)

    What we need is a clear and concise guide to the steps of getting started:

    1) What you should do between having the inspiration and posting the 'idea'
    faction list, banners, unit lists, weapons, etc.
    2) Assess your needs. What skills do you have or could you learn. Modelling is a bit specialised...and may not be for everyone, but you should do more than just 'co-ordinate' and design a website or forum.
    3) PLAN, PLAN, PLAN
    work out the best utilisation of units, models that can be re-used, a campaign map etc. My Hyborean mod is a mass of unit lists and sketches. I have outlines for every faction, reference pics etc. The robots mod has a huge pile of concept sketches, work on sjkeleton layouts etc.
    4)Think of every problem with bending your mod to the rules of RTW andwork on ways to solve it. If you cover all the bases, you can give coherent answers to any prospects who doubt your mods feasability.

    It's hard work, but anyone CAN do it. Just not many people bother....
    Careless Orc Costs Lives!

  4. #4
    The Lion Prince Member Sundjata Keita's Avatar
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    Default Re: New forum for mod ideas?

    Well the way I started the Zulu mod was by telling people that I was a modeller and I did not yet have any mod to work on, quite a few people wanted me to work for them (as modellers were and still are in short supply). One offer I got was to help the WASP project and then maybee later do a Zulu mod which they wanted to do. I had originally wanted to start this but did not think people would be that interested and also was put off by the fact that guns then seemed impossible to implement. So anyway me and Dclare4 started work and then announced the mod only when I had made the main Zulu unit. People liked something easy on the eyes and although interest remained pretty low we got a team together and now we have a full team at work and our own sub-forum at TWC (even though they are now giving them away like candy). A couple of tips I would give to people with ambitious plans

    1. Don't beg for help, this often gives an immature feel to the project and can put people off joining (don't use this smilie )

    2. Make sure you can do something, there are many people who say "I will be the manager and will have the job of compiling all the work and telling people what everything should look like" Many modders see this and think, I am a better modder than he is and he has his own mod!

    3. When you show your plan in the forum try to get a screenshot even if it means asking other people to do you a favour and do one model or texture

    4. Have the energy but don't aim to big. Right now it may seem like an easy task WW1 mod *cough* but don't promise too much. As Epistolary Richard says if you start low, when more people join up you can aim bigger and bigger

    Regards,

    Sundjata Keita

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