Too many mods, Not enough modders

Users who are viewing this thread

SealTeam

Recruit
Just a quick note to everyone,

Unfortunately i can't call myself a modder, i just sit around eagerly awaiting the next release of, well anything really, to hack some baddies up in.

But as far as i can tell there are a whole heap of great ideas (wild west mod, Roman mod, ect.) that are simply not getting the manpower to get completed.

Just a suggestion that perhaps our (i'm intending on starting to mod) modding efforts could be a little more.....concentrated.....to aim for better, more in depth mods, and quicker releases too.
 
I agree. But we must be patient since the mod tools are new and Armagan did not finish their documentation. Some of the expert modders are busy with understanding the tools and creating the unofficial editors, not the actual modding work. In fact I am astonished by their fantastic work on these editors.
I think (or I hope) once the mod tools are complete and well documented and unofficial editors reach the perfection, mods will be designed faster.
 
Indeed, but with a big team it'll become compulsory to work on it, and I think most modders don't like that.
But hey, if anything's said here, sign me in
 
barbaros said:
In fact I am astonished by their fantastic work on these editors.

As I am also. I mean, how many other beta state games do you know that have this many editors and lots of excited and talented modders? None other comes to my mind. Concentrated modding however (ie. focusing on few projects only) would be great, but highly improbable, since every single fabulous modder work without any payment and each on their own, independent schedule.

In fact, I think patience is most required of us in the community who only play M&B mods and are always waiting for the fruits of others. That includes me, too. :wink:
 
My suggestion is, start learning how to use Effidian's editor for small things, like adding new troops and getting them statted and equipped. The less time people spend on that kind of thing, the more they have for new armors, weapons, etc. as well as new features, quests etc. The small things add up quickly when modding M&B, so if more people can do them, people making mods can have more time to do the difficult things (like kludging in new ideas to the engine and the like).
 
getting new models in game has become atually an increadibly fast process, when you dont have LODs, multipal textures, multipal maps, material properties blah blah blah to deal with it becomes quite nice to do :smile:
 
i would prefer to join a big modding project but atm im just trying to learn how to do it by messing about with editors ect
 
I think the problem modders will continually run into is the changing of the code as the game gets closer to completion. I agree with n008, at this point modders should be getting familliar with the basic parts of the tools.
 
I think the emphasis on modding should switch away from textures and the basic cosmetic look of the game for a while and concentrate on making the missions/triggers/conversations etc; basically, character/scenario devlopment. AW's LOTR mod, with its faction system, just goes to show there's plenty of room for innovation here.

I think a faction system along the lines of LOTR for the 100yrs War mod would be particularly appealing.
 
SirBobTheMerciless said:
I think the emphasis on modding should switch away from textures and the basic cosmetic look of the game for a while and concentrate on making the missions/triggers/conversations etc; basically, character/scenario devlopment. AW's LOTR mod, with its faction system, just goes to show there's plenty of room for innovation here.

I think a faction system along the lines of LOTR for the 100yrs War mod would be particularly appealing.

i disagree completely, i feel now that we have model support we should be pumping out new models and skins for all out mods.
 
Yoshiboy said:
SirBobTheMerciless said:
I think the emphasis on modding should switch away from textures and the basic cosmetic look of the game for a while and concentrate on making the missions/triggers/conversations etc; basically, character/scenario devlopment. AW's LOTR mod, with its faction system, just goes to show there's plenty of room for innovation here.

I think a faction system along the lines of LOTR for the 100yrs War mod would be particularly appealing.

i disagree completely, i feel now that we have model support we should be pumping out new models and skins for all out mods.

I have to disagree with you disagreeing. :wink:
SirBob has a good point. Cosmetics can be done at the end. The game vanilla game currently has no real point in playing. Eventually the fun will wear out a bit if there is no point to the game. Let's start modding some story or progression of the game, to keep the gameplay fresh.
 
let the texture elements and ideas to us, let the story making up to armagan (as long as he -if its possible- enables moving models~ you know what i mean) :razz:

nah i dont care, i think its goin good as we do now :mrgreen:
 
Indeed, I'm already modelling a bit of a 'stock' for when the official tools will be released :wink:
 
i was trying to implement morrowind trees but that didnt really end up well.....
I have some new weapons soon to be released though :grin: as soon as my hex editor works normal again i will make a mod
 
Back
Top Bottom