Page 1 of 2 12 LastLast
Results 1 to 30 of 35

Thread: For CA: MTW2 Collected Modding Support Requests

  1. #1

    Default For CA: MTW2 Collected Modding Support Requests

    Note - the assembled thoughts have now been sent in.
    ______________________

    What kind of modding support would we ideally like with - or shortly after - the release of MTW2?

    By modding support I mean things from RTW that CA provided such as the Battle Editor, the sprite generator, the docudemon files.

    I'll compile a list from the suggestions posted here and send it in to CA.

    Do please consider the reasonableness of your requests - demands to make it open source etc. aren't going to be passed along.

    So far...
    - a battle editor
    - a campaign editor
    - a sprite generator
    - a settlement plan editor
    - a list of hardcoded limits
    - model import/export script, preferably for something cheap
    - an unpacker for any packed/compressed files
    - spreadsheets used for where it says "This was generated by a spreadsheet - do not modify by hand"
    - additional narrative at the top of the moddable files, especially identifying where a file is no longer referenced
    Last edited by Epistolary Richard; 04-15-2006 at 13:40.
    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

  2. #2
    Member Member antiochus epiphanes's Avatar
    Join Date
    May 2005
    Location
    Terminal Dogma
    Posts
    1,013

    Default Re: For CA: MTW2 Collected Modding Support Requests

    make it like bi where we dont have to extract the skins like in rtw

  3. #3
    Back in style Member Lentonius's Avatar
    Join Date
    Nov 2005
    Location
    U.K
    Posts
    445

    Default Re: For CA: MTW2 Collected Modding Support Requests

    preferably a battle editor and a campaign editor if possible

    A list of hardcoded elements to save unneccesary wasting of time

    hopefully the script you used to work on models, if they arent CAS...


    thanks
    Hey, Im back

  4. #4
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

    Default Re: For CA: MTW2 Collected Modding Support Requests

    make it like bi where we dont have to extract the skins like in rtw
    I'd ammend that to: an unpacker for any pack files. CA will probably want to distribute some of their files in packs of some form.

  5. #5

    Default Re: For CA: MTW2 Collected Modding Support Requests

    A better and easier ability to edit the settlement plans. Perhaps an editor of some sort?


    The Fourth Age: Total War - Map Manager, Editor and Coder

  6. #6
    The Dark Knight Member wlesmana's Avatar
    Join Date
    Jan 2005
    Location
    Indonesia
    Posts
    602

    Default Re: For CA: MTW2 Collected Modding Support Requests

    A proper 3D model exporter/importer for god's sake. Please do not claim your game to be moddable if you can't even give the community a tool for modifying your models, animations, etc. Just changing the colors of a model or making them stab harder do not qualify as highly 'moddable' these days.

    Sorry for the harshness but I'm a bit bitter from all the frustrations.

  7. #7
    Member Member Narakir's Avatar
    Join Date
    Aug 2005
    Location
    Helvetia
    Posts
    21

    Default Re: For CA: MTW2 Collected Modding Support Requests

    Make the camp map easiest to mod, an editor sould be fine. As well something that will make the AI behaviour more editable.
    "You can do everything with bayonets, but you are not able to sit on them"
    -Otto Von Bismarck

    "I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones"
    -Albert Einstein

    "People love chopping wood. In this activity one immediately sees result"
    -Albert Einstein


    Curse of Atlantis a fantasy mod for RTW BI
    https://forums.totalwar.org/vb/showthread.php?t=68781

  8. #8
    Back in style Member Lentonius's Avatar
    Join Date
    Nov 2005
    Location
    U.K
    Posts
    445

    Default Re: For CA: MTW2 Collected Modding Support Requests

    in short of many of these posts, let the mod community have access to all of your editors and tools to edit models etc...

    a.k.a give us the resources to mod and we will be soo happy
    Hey, Im back

  9. #9
    Member Member =E.T='s Avatar
    Join Date
    Sep 2005
    Location
    italy
    Posts
    265

    Default Re: For CA: MTW2 Collected Modding Support Requests

    an AI really I !!!

    ;)
    AVE!
    ................................................ =ET=

    =ET= Mods .





  10. #10

    Default Re: For CA: MTW2 Collected Modding Support Requests

    An AI editor, at least a basic one (It could incline the AI to certain behaviors).

    I also second campaign editor. It would be so nice if I didn't have to make a half-dozen .tga's that need to be constantly cross-referenced to eachother to avoid CTD, or just downright ugliness.
    Conquer a whole new world.

    Development - Discussion

  11. #11
    The Lion Prince Member Sundjata Keita's Avatar
    Join Date
    Oct 2004
    Location
    England
    Posts
    505

    Default Re: For CA: MTW2 Collected Modding Support Requests

    I think we need to just think about what we are saying before shouting things like "give us all your tools".

    MTW2 is going to have a complicated system of animations which apparently will be randomised in combat. Now if these moves have certain reactions for the units being hit then I expect all the definitions of these will be hardcoded and it would be nice for CA to provide some sort of simple guide telling which animations link in with which others.

    Also the system of generating randomised units means that models will no longer be defined strictly and means modellers will have to work hard to produce several options. This generation will no doubt also be hardcoded but it would be nice for CA to provide some insight into how this process works and give us a model importer that allows for the editing of individual body parts.

    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.

    I expect the community is going to have to figure a lot of stuff out and CA haven't really even mentioned modding support yet so we live in hope, thank you CA

    Regards,

    Sundjata

  12. #12
    Senior Member Senior Member Duke John's Avatar
    Join Date
    May 2003
    Location
    Netherlands
    Posts
    2,917

    Default Re: For CA: MTW2 Collected Modding Support Requests

    From: http://www.twcenter.net/forums/showthread.php?t=42856

    Q. Is there any chance of CA releasing any tools to aid their modding in the near future?
    A. We have taken steps to improve the tools we use to create the Total War games and as with Rome, these tools will be made available to the modding community but we can’t go into any further details right now.
    When I read this I would have laughed if it wasn't for the sad truth.

  13. #13

    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
    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

  14. #14
    Member Member KonstantinosXI's Avatar
    Join Date
    Nov 2005
    Location
    Italy but I'm half Greek!!!
    Posts
    170

    Default Re: For CA: MTW2 Collected Modding Support Requests

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

  15. #15
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
    Join Date
    Jul 2004
    Location
    La Città Eterna
    Posts
    2,857

    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
    Fallout 3 Modder
    Best modder , skinner , modeler awards winner.


    VIS ET HONOR

  16. #16
    Member Member =E.T='s Avatar
    Join Date
    Sep 2005
    Location
    italy
    Posts
    265

    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!
    ................................................ =ET=

    =ET= Mods .





  17. #17

    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

  18. #18
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

    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 ;)

  19. #19
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
    Join Date
    Jul 2004
    Location
    La Città Eterna
    Posts
    2,857

    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

  20. #20
    EB Member Member Kushan's Avatar
    Join Date
    May 2005
    Location
    WA State, USA
    Posts
    389

    Default Re: For CA: MTW2 Collected Modding Support Requests

    3 words: XML and Python.

    Kushan
    EB Team Member

    Rise of Kings: v2.0 Beta 3 Now Available

  21. #21
    Darkside Medic Senior Member rory_20_uk's Avatar
    Join Date
    Mar 2003
    Location
    Taplow, UK
    Posts
    8,690
    Blog Entries
    1

    Default Re: For CA: MTW2 Collected Modding Support Requests

    I was just going to draw a parallel to games such as Civ 3/4 or Space Empires 3/4 (if anyone knows those games) - both built in a way so they can be taken to pieces and altered - and of course both series have benefitted from this.

    CA wouldn't loose out as the official expansion packs can provide something extra that the modders havn't been able to.

    An enemy that wishes to die for their country is the best sort to face - you both have the same aim in mind.
    Science flies you to the moon, religion flies you into buildings.
    "If you can't trust the local kleptocrat whom you installed by force and prop up with billions of annual dollars, who can you trust?" Lemur
    If you're not a liberal when you're 25, you have no heart. If you're not a conservative by the time you're 35, you have no brain.
    The best argument against democracy is a five minute talk with the average voter. Winston Churchill

  22. #22

    Default Re: For CA: MTW2 Collected Modding Support Requests

    It'd be nice to see more flexibility in unit stats, such as a higher hitpoint cap, rate of fire modifier, individual unit movement speed modifiers, etc.

    The ability to add actual penalties to buildings would be nice (like, say, a law penalty on a tavern/brothel or something).

    Speaking of building capabilities, a higher cap for armour/weapon bonuses would also be nice. Currently, there is an absolute maximum of +3 (I've mentioned this two or three times before, I think -- It's possible that BI changed this, but I haven't yet tested it). Don't let that so-called "+5 bonus" on the Artemis temples in RTW fool you. The units you actually produce are stuck at +3.

    [edit]
    I almost forgot to mention the following:
    1. Higher limits for the number of factions and cultures would probably make many mod teams happy.
    2. Higher limits for the number of traits/ancillaries (and triggers), buildings, units, models, etc would also probably bring smiles to many faces.
    Last edited by Yukon Cornelius; 02-03-2006 at 20:53.

  23. #23
    VOXIFEX MAXIMVS Member Shigawire's Avatar
    Join Date
    Oct 2003
    Location
    Norway, Br?nn?ysund
    Posts
    2,059

    Default Re: For CA: MTW2 Collected Modding Support Requests

    Quote Originally Posted by Sundjata Keita
    I expect the community is going to have to figure a lot of stuff out and CA haven't really even mentioned modding support yet so we live in hope, thank you CA
    They sure mentioned modding support for Rome Total War. In one of the Gamespot video interviews, Michael de Plater is faced with the question of moddability. What does he reply with?

    "If Rome could have a middle-name, it would be moddable."



    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

  24. #24

    Default Re: For CA: MTW2 Collected Modding Support Requests

    Quote Originally Posted by Yukon Cornelius
    It'd be nice to see more flexibility in unit stats, such as a higher hitpoint cap, rate of fire modifier, individual unit movement speed modifiers, etc.

    The ability to add actual penalties to buildings would be nice (like, say, a law penalty on a tavern/brothel or something).

    Speaking of building capabilities, a higher cap for armour/weapon bonuses would also be nice. Currently, there is an absolute maximum of +3 (I've mentioned this two or three times before, I think -- It's possible that BI changed this, but I haven't yet tested it). Don't let that so-called "+5 bonus" on the Artemis temples in RTW fool you. The units you actually produce are stuck at +3.

    [edit]
    I almost forgot to mention the following:
    1. Higher limits for the number of factions and cultures would probably make many mod teams happy.
    2. Higher limits for the number of traits/ancillaries (and triggers), buildings, units, models, etc would also probably bring smiles to many faces.
    Once again, these are all features rather than additional support for modders. I think all modders would request lifting all hardcoded limits, but to a large extent we have to accept that CA are going to design the game they're going to design. If you want specific features then you're best off lobbying on the .com forum or on the MTW2 forum here at the Org.
    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

  25. #25
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
    Join Date
    Jul 2004
    Location
    La Città Eterna
    Posts
    2,857

    Default Re: For CA: MTW2 Collected Modding Support Requests

    A correctly working modswitcher could be very usefull .... they could allow us to just have a subdirectory where we could place one by one text files and folders that launchung the game by the relink makes it override the original data folder and instead work the folder ..... as is now is a pain and a lot of stuff has to be duplicated from BI and some other is packed or unpossible to change at the moment like the intro movie .....

    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

  26. #26

    Post Re: For CA: MTW2 Collected Modding Support Requests

    As mentioned, more in-depth descriptions / documentation in text files need to be included in order to act as both general and specific guides.

    EDU (export_descr_unit) in RTW is a good example of this - specific unit stats are documented at the top of the file, which unlocks many doors all at once and saves hours of painstaking testing and research by the TW community.

    I'm currently modding the campaign map resources in DR (descr_regions) and DS (desc_strat), with a few other files as reference. Since there is no supporting documentation present for these resources, the coding is completely trial and error - the resources are unsorted in a list, with no comments whatsoever. To date, this has been extremely time consuming - repetition is an understatement.

    There is a way around the trial and error approach - actually going into the campaign map and taking note of the exact tiles where the resources are to be added / relocated / deleted (using settlements / landmarks etc as origins). Then its the case of using map_regions.tga to mirror the exact tile location (which has already been written down) to position resources accurately.

    This indirect approach could've been completely avoided if the resource list was broken into specific regions using semicolons (;) etc to document region / settlement names. This, as a result, would save many hours of taking specific notes on resource locations on the campaign map. This example can be extended to many other text files present in RTW.

    Basically, more in-depth developers notes / comments in the text files are a necessity for future products in the TW series.


    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  27. #27

    Default Re: For CA: MTW2 Collected Modding Support Requests

    Are you not using the show_cursorstat console command to give you the x,y coordinates for tiles?
    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

  28. #28

    Post Re: For CA: MTW2 Collected Modding Support Requests

    Quote Originally Posted by Epistolary Richard
    Are you not using the show_cursorstat console command to give you the x,y coordinates for tiles?
    Never knew such things existed, just posted a tutorial on how to do it the manual way. Then again, there are some insights in the tutorial to other files and their meanings.
    Last edited by Seasoned Alcoholic; 02-15-2006 at 14:25.


    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  29. #29
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
    Join Date
    Jul 2004
    Location
    La Città Eterna
    Posts
    2,857

    Default Re: For CA: MTW2 Collected Modding Support Requests

    Why isnt this sticked?

    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

  30. #30
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
    Join Date
    May 2005
    Location
    Fortress of the Mountains
    Posts
    11,441

    Default Re: For CA: MTW2 Collected Modding Support Requests

    -proper mod switcher
    -campaign map editor
    -sprite generator
    -AI editor

    My grievances so far....
    Ja mata, TosaInu. You will forever be remembered.

    Proud

    Been to:

    Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.

    A Painted Shield of Honour - 1313. Templar Knights in France are in grave danger. Can they be saved?

Page 1 of 2 12 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO