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Thread: Visit to M2TW Dev studio - post your must-know modding questions here!

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  1. #1
    Senior Member Senior Member Duke John's Avatar
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    Default Re: Visit to M2TW Dev studio - post your must-know modding questions here!

    Not for me, I most likely won't even buy M2:TW, but for the sake of the modding community which has already started lots of new projects.

    Do they realize that the community has wasted hundreds of hours with buggy unofficial tools after being told that R:TW would get modding support?

    How hollow are their promises for modding support for M2:TW? Practically all modders sees modding support as getting official model/animation importer/exporter and an unpacker. That is how it works for many other top games.

    And if they do plan to release a tool, do they realize that if the community gets that tool after a year that few will be able to release their projects before the next TW game?

  2. #2
    Imperialist Brit Member Orb's Avatar
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    Default Re: Visit to M2TW Dev studio - post your must-know modding questions here!

    1) Will it be possible to mod in extra religions?
    2) Will it be possible to tie in recruitment or traits to diplomatic relations?


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  3. #3
    EB Traitor Member BozosLiveHere's Avatar
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    Default Re: Visit to M2TW Dev studio - post your must-know modding questions here!

    Will the script/trait files accept OR operators?

  4. #4

    Default Re: Visit to M2TW Dev studio - post your must-know modding questions here!

    Quote Originally Posted by BozosLiveHere
    Will the script/trait files accept OR operators?
    Oh, how I hope they will.

    Will there be an Ancillary condition (in the same way that there is a Trait condition)?
    Last edited by Apoc; 10-11-2006 at 18:13.



  5. #5

    Default Re: Visit to M2TW Dev studio - post your must-know modding questions here!

    Quote Originally Posted by Duke John
    Do they realize that the community has wasted hundreds of hours with buggy unofficial tools after being told that R:TW would get modding support?

    How hollow are their promises for modding support for M2:TW? Practically all modders sees modding support as getting official model/animation importer/exporter and an unpacker. That is how it works for many other top games.

    And if they do plan to release a tool, do they realize that if the community gets that tool after a year that few will be able to release their projects before the next TW game?
    Well, as I say the main purpose of the visit is to talk about modding support, and if they're going to follow the same path of RTW then it will be a pretty short conversation

    I'm not personally in the modding communities for any other games - but what would be helpful in this regard would be for some specific examples of what other game companies have provided in terms of official tools. Then I can hold them up as how CA should be supporting the modding community and how their competitors have made it work.
    Last edited by Epistolary Richard; 10-12-2006 at 08:57.
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  6. #6

    Default Re: Visit to M2TW Dev studio - post your must-know modding questions here!

    I would like to know if it is possible to add more factions (some people in the past told about a faction limit brought up to 30 slots), and in general the hardcoded limits concerning the max number allowed of unit entries, unit textures, cultures; and also the max map-sizes allowed. I would like to know also if it is possible to mod or add buildings, a necessary feature for the mod-projects which cover different eras than the medieval one.

    Thanks in advance.
    Last edited by Luciano B; 10-12-2006 at 16:30.

    project creator & director

  7. #7
    Insanity perhaps is inevitable Member shifty157's Avatar
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    Default Re: Visit to M2TW Dev studio - post your must-know modding questions here!

    Quote Originally Posted by Epistolary Richard
    I'm not personally in the modding communities for any other games - but what would be helpful in this regard would be for some specific examples of what other game companies have provided in terms of official tools. Then I can hold them up as how CA should be supporting the modding community and how their competitors have made it work.
    Well. WHen you look at the support that other companies give to their modding community it really puts CA to shame. Alot of companies will release their developement tools to the public (sometimes with the game itself, sometimes as a seperate download). Alot of games are completely open for modding with incredibly minimal restrictions. Most games support the ability to turn mods on and off while you're playing the game. Some companies even have modding competitions where every week or month they give a prize out to whoever created the most impressive piece of work during that time (the Unreal Tournament franchise has their 'create something unreal' competition). So many other companies really put forth an effort to encourage modding by almost any means possible because they realize that mods can incredibly increase the lifespan of a game, boost sales (especially later in the lifespan), and provide them with a good deal of feedback about what people liked and didnt like which they can then apply to their next game. In terms of modding support, CA is almost a decade behind other game companies in realizing the benefit of a strong modding community.

  8. #8
    Research Shinobi Senior Member Tamur's Avatar
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    Default Re: Visit to M2TW Dev studio - post your must-know modding questions here!

    One of the more stunning examples of moddability is Neverwinter Nights, which blurs the line between playing a game and modding a game so much that there are those who buy the game only to use the modding tools and are almost never interested in playing the game itself as it comes from the producer.

    I won't go into detail, but the NWN engine (and soon NWN2) allows the user to lay out extremely articulate (detailed) maps, create custom character models, script triggers flexibly, modify walkmeshes, create full-blown AI systems, and generally has so much flexibility that it has its own scripting language with a C/C++ hybrid syntax.

    NWN has blown the RPG market out of the water as far as moddability. Valve's SDKs for the HalfLife engines are legendary in the FPS market. It's only a matter of time till someone does the same for strategy games.
    Last edited by Tamur; 10-12-2006 at 22:13.
    "Die Wahrheit ruht in Gott / Uns bleibt das Forschen." Johann von Müller

  9. #9

    Default Re: Visit to M2TW Dev studio - post your must-know modding questions here!

    Quote Originally Posted by Tamur
    One of the more stunning examples of moddability is Neverwinter Nights, which blurs the line between playing a game and modding a game so much that there are those who buy the game only to use the modding tools and are almost never interested in playing the game itself as it comes from the producer.

    I won't go into detail, but the NWN engine (and soon NWN2) allows the user to lay out extremely articulate (detailed) maps, create custom character models, script triggers flexibly, modify walkmeshes, create full-blown AI systems, and generally has so much flexibility that it has its own scripting language with a C/C++ hybrid syntax.

    NWN has blown the RPG market out of the water as far as moddability. Valve's SDKs for the HalfLife engines are legendary in the FPS market. It's only a matter of time till someone does the same for strategy games.

    That sounds great Tamur .. but are they developing /or could we develop a ancient wargame in the engine? MAybe if SEGA is tight we might have to immigrate ... dare I say it .. immigrate away from TotalWar! Ug! to another moddable engine.

    "ROME IS LOST!! the kelts plunder and burn! .. Lets start anew in Veii!"

    "The Veii Empire" .. " Imperial Veii" .. (just getting side-tracked)

    Richard, I'm very interested in the class system, allowing only a certain number of unit types to be trained each turn .. could this be extended to dividing up the population - Aristocrats, merchants, peasants etc.


    Thanks


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  10. #10
    Member Member niccolo il discourser's Avatar
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    Default Re: Visit to M2TW Dev studio - post your must-know modding questions here!

    I hear you Duca Giovanni,

    But lets say CA was serious about supporting modding. What in your estimation would be the necessary steps that would needed to be taken? What would a Mod-encouraging and supporting response look like?

    I have some experience with Battlefield (and its variants) and with Half Life (and its variants) and they seem to have really active modding. What would it take to make that happen with TW?

    Grazie

    Osservo in avanti alla vostra risposta,

    Niccolo
    "You must know there are two methods of fighting, the one by law, the other by force; the first method is of men, the second of beasts; but because the first is frequently not sufficient, one must have recourse to the second.”
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  11. #11
    Insanity perhaps is inevitable Member shifty157's Avatar
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    Default Re: Visit to M2TW Dev studio - post your must-know modding questions here!

    When exactly were you going ER?

  12. #12

    Default Re: Visit to M2TW Dev studio - post your must-know modding questions here!

    Interesting examples there, what would be more helpful would be specific examples from official tools offered in relation to similar types of game (RTS/TBS). NWN and Half-Life obviously have immense creative flexibility - but we must accept at the moment that the game will be what it will be and focus on what official tools we should expect.

    Quote Originally Posted by shifty157
    When exactly were you going ER?
    My visit should start from around Wednesday 25th October.
    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

  13. #13
    Insanity perhaps is inevitable Member shifty157's Avatar
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    Default Re: Visit to M2TW Dev studio - post your must-know modding questions here!

    Ok. Just wondering.

    As for specific examples. Bethesda released the developer tools to edit every single type of file they used in The Edler Scrolls: Oblivion basically allowing modders to change anything and everything about the game however they wanted. They offered it as a seperate download which is just fine (they actually released the dev toolkit several weeks before the game actually shipped so modders could get acquainted with the tools first). Tes:o also has the incredibly convenient feature of being able to turn mods on/off within the game by simply checking/unchecking them on a list. But really. Even if you just look around at the mods for tes:o youll quickly realize that absolutely nothing in that game is hardcoded.


    Really though. We just dont want to be forced to go through and reverse engineer all the different file types again. It set us back so many months. Its just frustrating to think that we basically had to hack the game to be able to edit anything. I dont like to think where we'd be if it wasnt for Vercingetorix.

  14. #14

    Default Re: Visit to M2TW Dev studio - post your must-know modding questions here!

    Quote Originally Posted by Epistolary Richard
    Interesting examples there, what would be more helpful would be specific examples from official tools offered in relation to similar types of game (RTS/TBS). .
    Good point. I looked through a bit of googling at Civ IV. It apparently comes with "a powerful map editor with xml and python support, designed from the ground up for modability" (official site). I'm not active in their community, but I thought you guys might know if that means its moddable alot or not lol.

    Civ IV also features a system to load mods as you please, like the TOS:O one.

  15. #15
    It was a trap, after all. Member DukeofSerbia's Avatar
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    Default Re: Visit to M2TW Dev studio - post your must-know modding questions here!

    I think CA (and now SEGA because they decide now about everything) don't want to release full modding because they don't have competition and if they release they maybe fear that competition create clon which can be better. This is my speculation.
    Just look what SEGA did - they charge demo! What is next... I am very sceptical since SEGA bought CA.
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  16. #16

    Default Re: Visit to M2TW Dev studio - post your must-know modding questions here!

    They what demo?

    The release of modding tools IMO has nothing to do with any competition as every mod always has to have the original game to run. Valve didn't exactly suffer from the release of Counter-Strike.
    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

  17. #17

    Default Re: Visit to M2TW Dev studio - post your must-know modding questions here!

    Quote Originally Posted by Monarch
    Good point. I looked through a bit of googling at Civ IV. It apparently comes with "a powerful map editor with xml and python support, designed from the ground up for modability" (official site). I'm not active in their community, but I thought you guys might know if that means its moddable alot or not lol.

    Civ IV also features a system to load mods as you please, like the TOS:O one.
    In Civilization IV are possibliteis far more extended than the above features only. The start of the game was a bit bad, a lot of bugs of type memory leaks ahas made it almost unplayble in average comp in 2005, however after resolving these issues they have to the community compared to RTW almost incredible possibilities of modding with releasing the SDK (i.e. unlocked C++ code of the important dll library). The community till the time has more possibilites in scripting because they have chosen more flexible scripitng language for Civ IV - Python !!!. For more references is possible to name the group of various mixed Cpp-code/Python modifications or the quite unique project named "Civilization 4 Community Core Project" (something similar like bugfixer or Cherry Vanilla Pack for RTW, however on the level of released hardcode modifying and with aim to expand possiblites of "only Python scripters"). See www.civfanatics.com to see their community projects in more detail.

    Also, The Civ IV is strategy game too like TW is, and they could be "afraid" of "borrowing" their AI solutions, but after the error with releasing the buggy game on the level of early beta in the beginning, the company heads appears to be more lucid than CA ever was as for the releasing the code for modifications and attitude to the (in beginning also negative) feed-back. If I will compare it with the situation of "the bug/non-bug/AI-optimalization" in RTW 1.2 patch, petitions, bannings in com site and similar stuff, I would say that CA is actively doing a lot of to prevent - for them vital as we her know - contact and normal communication with their players/modders/customers and not helping them.

    Sorry for my English, but I think you will graps after several readings what I have meant to say....

    Bye S.

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