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


R