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Thread: CA Modding Summit - daniu's Blog

  1. #21
    Ordinarius
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    Default Re: Blog from the Modding Summit

    Great news. Tools are more than anything we can expect. I must admit I was skeptical.

  2. #22

    Default Re: Blog from the Modding Summit

    There will be a unit editor
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  3. #23

    Default Re: Blog from the Modding Summit

    Quote Originally Posted by daniu View Post
    There will be a unit editor
    For NTW S2 or Rome 2?

  4. #24

    Default Re: Blog from the Modding Summit

    Quote Originally Posted by daniu View Post
    There will be a unit editor
    I wonder if that unit editor applies also to naval units.
    Because that would be neat.
    "romanes eunt domus"

  5. #25

    Default Re: Blog from the Modding Summit

    Quote Originally Posted by sertorio67 View Post
    For NTW S2 or Rome 2?
    Everything is S2. We might be possible to unpack NTW stuff to make some of the Tools usable for the earlier games.

    Quote Originally Posted by esejony65 View Post
    I wonder if that unit editor applies also to naval units.
    Because that would be neat.
    Only ship crew IIUC. Ships can be modeled in 3dMax, then this can be processed, values edited in the DB editor.
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  6. #26
    Steph's Avatar Maréchal de France
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    Default Re: Blog from the Modding Summit

    Quote Originally Posted by daniu View Post
    There will be a unit editor
    They finally found the old one they made for NTW, and couldn't release because they couldn't remember it what drawer they put it?

  7. #27
    Lord Baal's Avatar Praefectus
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    Default Re: Blog from the Modding Summit

    Quote Originally Posted by daniu View Post
    Talking about maps: right now, it should be technically possible to replace castles by TEd-made ones (no documentation available as to how though). It is not possible to add castles though, S2 is stuck with the set of five... "we could work on making more possible", me: yes, please do that; if the campaign map is editable and mods create more regions, 5 is not going to cut it, and it's one of the weak points of Shogun as is...
    HOLY !!! THAT IS AWESOME!! Well, pretty much everything you have been told is awesome! Who else is there with you Daniu?! Besides TaW I mean.

    And say hello to everyone of the world scheming and controlling lizards there in CA.

    Oh, and nothing about Med 2 right? I mean, would it be possible to make it build two or more buildings at the same time in the same town as unit recruitment? I know is a febrile dream, but I just would like to know.
    Last edited by Lord Baal; September 26, 2012 at 07:53 AM.
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
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  8. #28

    Default Re: Blog from the Modding Summit

    Quote Originally Posted by Lord Baal View Post
    And say hello to everyone of the world scheming and controlling lizards there in CA.
    it's a running gag here

    Oh, and nothing about Med 2 right? I mean, would it be possible to make it build two or more buildings at the same time in the same town as unit recruitment? I know is a febrile dream, but I just would like to know.
    Nothing at all about Med2; that was done in the Australian office, so there's no one here who has any knowledge about it.

    Btw about campaign map editing: there are "thousands of man-hours" that went into the current map...
    Last edited by daniu; September 26, 2012 at 07:58 AM.
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  9. #29
    Lord Baal's Avatar Praefectus
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    Default Re: Blog from the Modding Summit

    Hehehe...!

    Well, I supposed that, but it was worth the shot. Thanks anyway my friend. I'll try to be up here all day. And can't wait for tomorrow release of the tools!
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  10. #30
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    Default Re: Blog from the Modding Summit

    Quote Originally Posted by Lord Baal View Post
    Oh, and nothing about Med 2 right? I mean, would it be possible to make it build two or more buildings at the same time in the same town as unit recruitment? I know is a febrile dream, but I just would like to know.
    Anybody tried to do this with ridiculously complicated campaign script? We can create buildings and trigger on buildings so it should be possible, just painful as hell...

  11. #31
    Lord Baal's Avatar Praefectus
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    Default Re: Blog from the Modding Summit

    Well yeah, the idea was to avoid the hellish pain as much as possible
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  12. #32

    Default Re: Blog from the Modding Summit

    Can we hope to see an importer and exporter for file times between 3dsmax and game data for new models units etc? Any chance for editing or replacement or creation of new rigs and animations for units ? How about new partile system? I hope unit editor is not a remesher of current models but llowing to create more new totlly made by scratch items...

    ------CONAN TRAILER--------
    RomeII Realistic Heights mod
    Arcani
    I S S G A R D
    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    2005-2006 Best modder , skinner , modeler awards winner.
    actually modding skyrim [/SIZE]

  13. #33

    Default Re: Blog from the Modding Summit

    Getting to watch a Rome II demo now AI playing both sides.
    They use the original Rome I music for the trailer for the time being.
    The graphics are gorgeous.

    Goosebumps ensue.
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  14. #34

    Default Re: Blog from the Modding Summit

    Turn the ipad and record it!!!

    ------CONAN TRAILER--------
    RomeII Realistic Heights mod
    Arcani
    I S S G A R D
    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    2005-2006 Best modder , skinner , modeler awards winner.
    actually modding skyrim [/SIZE]

  15. #35

    Default Re: Blog from the Modding Summit

    It's one of the new sea/land combined battles
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  16. #36
    Magefsx's Avatar Campidoctor
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    Default Re: Blog from the Modding Summit

    How's LOD? I know it's still early days, but would you ask them if they're going to put in an option to increase the distance between detail levels (more than is currently possible, I know unit detail is supposed to do this)? It's been rather short as of late, unlike M2 and Rome
    Last edited by Magefsx; September 26, 2012 at 08:51 AM.

  17. #37

    Default Re: Blog from the Modding Summit

    New feature, tactical map (full bird-eyes view), showing the units and capturable areas!
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  18. #38
    MathiasOfAthens's Avatar Comes Rei Militaris
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    Default Re: Blog from the Modding Summit

    Cant wait to see the tactical map view. Sounds awesome.



    Oh and the campaign map editing taking a 1000 man hours sounds very painful and rather impossible for modders to repeat. Use to take us a couple days to produce a map for Med2.

  19. #39
    Lord Baal's Avatar Praefectus
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    Default Re: Blog from the Modding Summit

    OH MY GOD!!! WHY YOU NO RECORD IT!!! Hahahahaha.... I would give a lot to see what you are seeing right now.
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  20. #40
    Artifex
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    Default Re: Blog from the Modding Summit

    Quote Originally Posted by PROMETHEUS ts View Post
    Can we hope to see an importer and exporter for file times between 3dsmax and game data for new models units etc? Any chance for editing or replacement or creation of new rigs and animations for units ? How about new partile system? I hope unit editor is not a remesher of current models but llowing to create more new totlly made by scratch items...
    Just wait for tomorrow. There's only one way conversion from .max to game data, not the reverse.

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