dear ca, please produce a disk which teaches modding your new game and includes some tools. the less intelligent and resourceful of us would like to learn how to make our game more our own.
modibility is a big selling point on your games.
dear ca, please produce a disk which teaches modding your new game and includes some tools. the less intelligent and resourceful of us would like to learn how to make our game more our own.
modibility is a big selling point on your games.
Good idea!and other idea:
Make a competition of mods
Names, secret names
But never in my favour
But when all is said and done
It's you I love
There are already many good modding guides available. Have a look in the Scriptorium for example. However, if you are looking for a step-by-step guide, I am afraid I have to disappoint you. There is no such thing, and I doubt there ever will be. There isn't a set way to create a mod. There is just various things you can change. If you want to know how to change them, go to the Scriptorium or Modding questions.
Looking for a good read? Visit the Library!
If you're looking for something along the lines of Bethesda's program then I'm afraid that isn't possible. Modding in the Total War games have always been done from the text files itself (and external programs for the graphics thing), and MTW2 isn't likely to deviate from this.
It takes a lot of time and extra programming to make a game file suitable for an editor, you know...
Yep, but look what The Elder Scrolls Construction Set did for Morrowind.
I remember reading an interview with the guys at Bethesda, and the head guy said he was dead against including the CS, but his programmers convinced him it was a good idea. Boy were they ever right....
"I request permanent reassignment to the Gallic frontier. Nay, I demand reassignment. Perhaps it is improper to say so, but I refuse to fight against the Greeks or Macedonians any more. Give my command to another, for I cannot, I will not, lead an army into battle against a civilized nation so long as the Gauls survive. I am not the young man I once was, but I swear before Jupiter Optimus Maximus that I shall see a world without Gauls before I take my final breath."
Senator Augustus Verginius
Silent Storm is another example, the game already includes a modding manual and the necessary Maya 4 plugins. Not that that led to tons of mods being published (at least to the best of my knowledge), but it certainly is a nice treat.
I don´t see it happening for the TW series, though, as something like that is down to company policy.
I like it the way it is. It's a challenge to work out how to Mod everything. If it was easy or if we had a idiot-proof step by step guide, then many of us here wouldn't have much of a purpose here.
Good point.Originally Posted by Marius Dynamite
![]()
#Hillary4prism
BD:TW
Some piously affirm: "The truth is such and such. I know! I see!"
And hold that everything depends upon having the “right” religion.
But when one really knows, one has no need of religion. - Mahavyuha Sutra
Freedom necessarily involves risk. - Alan Watts
If you look in the text files you'll even see that CA has explained them, so they already did what you want ... sort of
What I would prefer to see is the support for mods as extensions, e.g. a mods menu where you can enable/disable mods. Instead of installing alot of files that overwrite your installation or having to install (copy) your TW several times onto your hard disk.
“The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France
"The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis
In my experience that doesn't really work.Originally Posted by Caravel
See it as this EB and RTR don't work together.
Loads of mods edit the same files and this would cause a problem. It means the modders would have to take care of everything (and I doubt they like it)
just wanted to let everyone know i have successfully done modding in medieval one and rome.
i just want better access to the files with tools such as a battlefield tool or a map tool. i have never succesfully added a new map yet. the map tool might not only help with drawing the map, but on completion, might generate the text files necessary for it to function correctly. another tool might be a faction generator that at least warns you of all the necessary files that need editing. i had an especial difficult time with rome, and expect medieval two to be the same way as files are sort of connected and all must change together in a concrete way.
i wish i could convey my wishes more concretely, but hopefully everybody knows what i am refering to.
I wasn't referring to 'combining' mods. Moreso switching mods easily.Originally Posted by Stig
“The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France
"The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis
The game could be altered so that certain files are copied specifically per mod under the same installation. That way, when Rome is started, it would load the relevant files for that particular modification. This would be a simple change that would make the modders life much easier - because he would know what files there is a point to editting. It would make the mod-players life easier because it wouldn't require a new install every time he installs a new modification.
Think about the way Half-Life did things. They also released an SDK to let us have far more control over the actual game mechanics.
Bah! What would I want with that?
Bookmarks