Milestones & Profile
"Aradan is the current Mod Leader and the Coding & Build Manager of The Fourth Age: Total War, Norman Invasion and Viking Invasion II. He started modding in spring 2007, as a beta tester for FATW, but gradually worked himself up and became a developer of the mod soon after. He has been part of several teams and a prominent figure of the RTW modding community since then."
On April 12, 2008, Joined the Consilium Belli. On June 09, 2007, Aradan joins TWC. On September 25, 2008, Elevated to the Hexagonal Council as Modders Representative and CA Liaison offices. On November 15, 2008, Awarded the title of Opifex On February 04, 2009, Awarded (4) 2008 Modding AwardsBest RTW Modder 2008 Best RTW Coder 2008 Best RTW Mentor 2008 Best RTW Scholar 2008 On September 28, 2009, Awarded the Golden Scribe's Quill. On November 14, 2009, Awarded (3) 2009 Site AwardsMost Helpful Member 2009 Favourite Staff Member 2009 Most Helpful Staff Member 2009 On September 28, 2009, Awarded the Gold Moderator's Mace On February 19, 2010, Awarded (2) 2009 Modding AwardsScholars (RTW) Mentor (RTW) On June 7, 2010, Awarded the title of Divus
A list of most the mods Aradan has been part off.
Tools and Resources
Interview Question 1 I would reckon most people on TWC know you or of you and in varying degrees have some idea of who you are. But for the sake of cutting to the heart of the myths would you care to divulge your pertinent information?
My name's Bill and from Greece. I live in Athens and I am currently doing my Masters in Advanced Informatics Systems (which is almost as geeky as it sounds). In my spare time I riot.
Question 2 Advanced Informatics Systems.. ok what’s that? Rioting... Very interesting.
Well, it's about computing systems that use more advanced technology than the average ones. Surprising, I know. Getting into technical details about what a computing system is and what makes it advanced would be boring for most I think, so I'll skip them. As for rioting, well, it's the latest trend here in Greece, so I'm just going with the flow...
Question 3 Is there a meaning behind your alias?
'Aradan' is Sindarin (one of the languages Tolkien invented, for the non-Tolkien-geeks) for "royal/kingly/noble man", which is roughly what my real name means. This is why I first came to use it, ages ago when I joined FATW's original forums. It also stands for what I (very unsuccessfully) aspire to as a person, which is why I have kept it since and don't plan on changing it.
Question 4 You been a member of TWC since 2007 yes? What brought you to these hallowed halls?
Yes, that's right. I knew of the forum earlier than that, but I only visited to check modding tutorials, until mid-2007. At that time I had just become a developer of Fourth Age: TW, and the team maintained a subforum here in TWC, so I mostly joined to post there, answer fans' questions, help with installation problems, discuss ideas about the mod, that sort of thing.
Question 5 How long have you been at the modding game? What mods are you or were you involved in?
My first ever modding experience was in early 2007, when I joined FATW as a beta-tester, so I'm nearing 4 years(!) now.
Question 6 What specific areas of modding are you involved in? And what drives your interest in those areas of modding?
I am mainly a coder, meaning I do anything that has to do with text files except scripting. I am also a balancer, which means making sure everything in the mod is balanced and consistent with whatever internal rules are being used, and a mechanics researcher, which entails finding out exactly how every aspect of the game works and figuring out new ways to achieve things or ways to achieve new things altogether. However I had to learn to do other things as well such as mapping and 2d art (albeit at a very very crude level), because mappers and artists of all kinds are hard to come by when one is working on an engine that is perceived as old, like RTW.
What interests me in these areas...? Hmm. Well, for starters I am art-disabled. Drawing a smudge is a task that requires all my abilities, so if I had to create a model or a skin or a banner, I would go crazy.
Secondly, fiddling with code, balancing and game mechanics means that one can change how the game works with a few strokes on the keyboard, change the rules. And since game play is in my opinion the most important thing in a strategy game, being able to alter it is equally important.
Question 7 Wow Aradan, looking over some of your threads that you started.. Your fingers are everywhere here on TWC. Do you have any accomplishments here on TWC that you are especially proud of?
As a member of TWC's administration, I can't isolate one thing that I'd say was a great accomplishment; I generally performed tasks anyone in my position would, but performed them consistently and occasionally a few of them at the same time.
If we're talking about my "modding career", I'm pretty proud of my still-WIP 'Beginner's RTW modding manual' and my work on NI and VI2, but my crowning achievement would definitely be FATW3. Our team has been working on it for many months, constantly trying to improve every single aspect of the game and then improve it again, find new ways to do things, push the limits further and further and then repeat it all until it gets as close to perfect as possible, and I'm happy -though not very modest- to say the end result is a mod that when released will be hands down the best ever for RTW. It is a labour of love, true, but participating in and leading such an ambitious project requires a tremendous amount of patience and effort, and I take great pride in having been up to the task so far.
Question 8 How do you see the future of modding the TW series?
To be honest, bleak. RTW is still far from dead and M2TW hasn't yet shown its full possibilities, but they are slowly getting old and outdated and will inevitably be left behind eventually. That wouldn't be a problem, were it not for CA's policy of making the latest installments of the series unmoddable, for whatever reasons. The harder it is to edit the game's files, the harder it is to mod obviously, and the more unlikely to see major mods being developed.
If CA keep locking their games and not providing modders with tools or at the very least some documentation, then the TW modding community will stagnate and "die of old age", as the new generations of modders will be smaller and smaller and their projects less and less different from vanilla.
You can observe this trend easily if you check TWC's released hosted mods sections; at the time of writing this, there are 47 RTW major mods with extreme variety, ranging from Ancient Greece to Napoleonic Wars and from China to Middle-earth, 44 M2TW ones mostly about vanilla M2/Kingdoms timeframe/setting but with some exceptions, 11 ETW mods limited to reskins, stat-changes and sound effects and 9 NTW ones along the same lines.
To sum it up, unmoddable games = dead community, inevitably. I hope this isn't the future, but at this point it seems the most likely probability.
Question 9 Are you going to play S2: TW? What are you looking forward to the most?
That's a tough question. I like the direction CA claims to be taking this time, focusing on a smaller region with a single culture, few factions and few units, putting more emphasis on detail. It will hopefully allow them to focus on improving the game play and the bad AI that's been plaguing the series since RTW. That said, ETW and NTW were a disappointment, so I will certainly not be buying the game as soon as it is released. I made that mistake with ETW and I'm not making it twice. Since press reviews are apparently not to be trusted, I will wait for player's reviews and then make up my mind according to what I read.
What I'm most looking forward to in Shogun2 is seeing quality and innovation. A stable, bug-free game with new, challenging and interesting game play and a solid AI. High hopes, and we've been promised these things a lot of times only to be let down, but maybe this time things will be different.
Question 10 Do you have any advice for new or future modders?
I sure do.
Modding, like any other creative process, requires patience and determination. Patience to master new skills or improve existing ones and determination to not be put off by failures. If you don't have these two qualities, you might want to spend your time somehow else to avoid getting frustrated and giving up after a while.
If you are just starting or planning on starting modding, begin not by creating your own project, but by editing an existing mod or vanilla. Start with changing simple things that dissatisfy you - a unit stat, a unit skin, a region on the map, a building effect, whatever you feel more comfortable with. Learn how to do one thing at a time and then expand and combine that knowledge in order to be able tackle more complex matters. Also, very important, get used to reading tutorials and using the "search" function. The questions you want to ask have most likely already been asked a hundred times before and they have a known answer, which is waiting for you to find it.
If you do want to create your own mod, there are some basics you should keep in mind:
1. Plan before you start. Is the engine you'll be modding suitable for the mod you're planning? Can you mod the engine well enough? What will your project require in terms of team-members, resources and work? Do you have enough resources and manpower to complete it? Are you willing to personally put in the many hours required to do it and do most of the work yourself? If the answer to any of the above is no, your project will most likely never be released, so it would be better to either come up with another concept or find more resources.
2. Start small. Don't try to put as many features as possible in the mod at the first go. Focus on a small part of your map, factions, cultures and features first and make sure you do that well. You can expand after the first release or when this first part has been completed. Dozens of mods died weeks after they were started, when their teams suddenly realized they had bitten more than they could chew. Save yourself the time and effort by setting attainable goals.
3. Keep yourself motivated. During development set a series of sub-goals and make it your mission to complete one at a time.
4. be committed. Mods require lots of time, lots of effort and lots of willpower to get done. You started that mod knowing that, so if you want to finish it, you will have to bite the bullet.
5. Have fun. If it gets to a point when modding becomes a chore, you're doing something wrong. Take a break and re-evaluate your approach. Remember why you started the mod in the first place and try to focus on doing work that satisfies you.
Question 11 Do you have any final comments?
FATW rules!!!
Oh, and thanks for this opportunity to bore people to the death! It was fun doing it.
Cheers!
Thank you very much Aradan, it has been a slice. Cheers.
Links of Intrest Aradan's Profile - Link