Yeah, that was an addition of the 1.2 patch.
Already known, correct, but when we talk about modding we mean scripting, campaign editing, graphics editing, .txt editing, etc.
Scenario editing is a nice feature (though I personally find the interface to be awful), but that's not what most of us are interested in.
I'll elaborate then: A scenario editor is nearly useless to a modder. Very, very few people invest nearly as much time in the historical battles as they do in other aspects of RTW, and that's the only thing the editor edits. Besides, RTW isn't an RTS. It's real-time tactics with turn-based strategy.Originally Posted by The_White_Knight
Also, the editor is hardly accessible. It's quite difficult to use to the fullest extent without the unincluded documentation, and still rather vexing with it.
The Battle editor, whilst not being as durable as I would like and with a tendency to CTD when I add too much road, is good for adding historical battles - but as Halfthere says that simply isn't an area that RTW modders have concentrated on (though some mods are rediscovering them as a precursor to a full release).
Ingenious as we are, though, it is our way of generating .wfc files which we can use for unique tiles both on the campaign map and in custom battles.
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
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