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Thread: For CA: MTW2 Collected Modding Support Requests

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  1. #1

    Default Re: For CA: MTW2 Collected Modding Support Requests

    Quote Originally Posted by Sundjata Keita
    MTW2 is going to have a complicated system of animations which apparently will be randomised in combat.
    It sounds similar to Dawn of War in the sense of combos and finishing moves (actually it sounds more like Mortal Kombat, but we'll leave that allusion to one side ).

    Do we have any Dawn of War modders who can shed light on how Relic did it?

    Quote Originally Posted by Sundjata Keita
    It would be nice if, as with other total war games, the variables are put into text files allowing modders to easily access and change statistics and add new units etc.
    Agreed.

    I've been thinking especially of the movement modifiers text file. If they are going for separate model parts then perhaps it would be possible to have a text file to govern the speed at which the running/walking animations move.
    Last edited by Epistolary Richard; 02-01-2006 at 14:07.
    Epistolary Richard's modding Rules of Cool
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  2. #2
    Member Member KonstantinosXI's Avatar
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    Default Re: For CA: MTW2 Collected Modding Support Requests

    3d Models importer, unpacker for everything and campaign map editor.

  3. #3
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: For CA: MTW2 Collected Modding Support Requests

    A easy to do implementation of new buildings , otherwise complete conversions won't be possible ....


    Propose and bump it here ....

    http://p223.ezboard.com/fshoguntotal...icID=557.topic
    Last edited by PROMETHEUS; 02-01-2006 at 18:40.

    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
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    Best modder , skinner , modeler awards winner.


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  4. #4
    Member Member =E.T='s Avatar
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    Default Re: For CA: MTW2 Collected Modding Support Requests

    1-pbem and hot seat multiplayer

    2-More lvl of difficulty (your very hard as medium; add extreme hard or insane hard)

    3- more accurate realism an historic basis

    ;)
    AVE!
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  5. #5

    Default Re: For CA: MTW2 Collected Modding Support Requests

    Quote Originally Posted by =E.T=
    1-pbem and hot seat multiplayer

    2-More lvl of difficulty (your very hard as medium; add extreme hard or insane hard)

    3- more accurate realism an historic basis

    ;)
    Those aren't modding support/tools. If you have suggested features then go to the MTW2 forum or go onto the .com forums.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  6. #6
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: For CA: MTW2 Collected Modding Support Requests

    Dream start:
    Python support as in Civ4
    Dream end

    No, seriously, I'd like to have proper access to the game's objects in the scripts, it shouldn't be too difficult to use a kind of introspection mechanism to affect them.
    Maybe include a variable system, too ;)

  7. #7
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: For CA: MTW2 Collected Modding Support Requests

    an editor tool like the one that Bethesda offered for morrowinf or that will offer for Oblivion would be good also ....

    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    Best modder , skinner , modeler awards winner.


    VIS ET HONOR

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