There are fantasy mods made for RTW but why doesn't someone make there own literally from thee heads. It could or maybe couldn't...Or is there one already made like this. Anyway im not requesting to actually make it its more of a what if
There are fantasy mods made for RTW but why doesn't someone make there own literally from thee heads. It could or maybe couldn't...Or is there one already made like this. Anyway im not requesting to actually make it its more of a what if
Do you mean a fantasy mod that isn't based on Lord of the Rings, Warhammer, Three Kingdoms, etc?
Then that would be a no.
However, there are mods for Medieval 2 that fit this category
OH WAIT! There is End of Days. That has been made up by a member on the boards
End of Days
End of Days II: Lycan Rising
Last edited by The Holy Pilgrim; March 26, 2011 at 07:29 PM.
There were a few but they all died because the guys who came up with the ideas never got around to learn how to mod.
There is one mod that is being made,it is Carasonia Total War.
A bomb's a bad choice for close-range combat.
Pretty sure it died. If the guy who first came up with the idea is not doing at least 50% of the work, the mod will die 99% of the time.
@wlesmana:It didn't die,i contacted the mod leader & he told me that he is improving his modding skills & working on the mod.
@spartan:QFT????But no offence,you may not be trying,but you are doing it sometimes.
A bomb's a bad choice for close-range combat.
you'll need at least some dedicated:
- modeller(s)
- skinner(s)
- coder(s)
- historian(s)
- mod builder(s)
the role can overlap in a team, but ALL ROLE MUST PRESENT, this is our very own experience....
but at least, you need one very specific role:
- ONE PERSON who can take the blame if something goes bad(despite the cruelty involved, this is necessary to have a black sheep in a teamwork....)
and I was the black sheep in Nusantara TW team, everytime it was an error, everyone points at mesince the coding was the most error prone subjects. I seriously think that every mod teams must have the black sheep coder to take most of the stress and clown arround, so another members can work well.
Nusantara Total War: Portuguese Invasion
1511 - 1654 AD: A mod about Colonial Age in South East Asia
Nusantara TW (TWCenter.Net); Nusantara TW (totalwar.org)
and my first attempt on moddings start out as a silly AAR
http://forums.totalwar.org/vb/showth...-Kart-Hadastei)
and the first Sucessful things I made are making some silly banners, UI, and skins, also for AAR purpose, although, now I'm not in business of writing AARs anymore... (too busy to do dat)
Spoiler Alert, click show to read:
Sonic is indeed a masochist jerk, but he's OUR masochist jerk, and priceless one![]()
![]()
Last edited by Spike; March 29, 2011 at 04:40 AM.
Annokerate Koriospera Yuinete Kuliansa
Good for him. But at this point, the stakes are set against him. It would've been better if he started small, like making a single faction and putting them into an existing map, say, map of End of Days or one of the LOTR mods. That would be the fastest way to learn and show results. I'm afraid if a mod has no news of progress after 3 months, its chance of survival takes a nosedive.
Btw, aren't you trying to make a ghost/zombie island mod?
That was what i was doing...
Not anymore.
The mod died bicose:
1.There was no textures
2.There was no map(the map i was making was causing chrashes,even when i made a new map)
3.I did not know how to change the ownership of a city
4.I needed to make a new culture(!),since you woud not see skeleton living in a roman town,wich ment that i had to make new moddels(witch i did not had)
Even when i found the units the'r texture was wired,the modeles where strange,and it coud not work with v.1.5
A bomb's a bad choice for close-range combat.
1. Really? I found the models Bwian made too, but it seems the textures are there.
2. Use vanilla, add a new landmass, small one, like a single island, add it as new province. It will be good practice.
3. This is easy and only deals with text file. If you can't find out how to do this simple thing, I don't know what else to say.
4. You don't have to. Just use Greeks because in your idea it was a mythical island from Greek myth, no? Or was it roman? You can change the texture of buildings without making new ones and just make them darker or evil looking. You can set the captain/general as skeletons wearing greek helmet. Only problem is you can't change the portraits.
If you have to make room for faction slot, just remove Brutii/Scipii and merge them with Julii or something.
Last edited by Skull; March 29, 2011 at 03:32 AM.
A bomb's a bad choice for close-range combat.
You don't have to be able to mod everything yourself but you do need to know the limitations of every field/department. For instance, you can be an IT manager and lead a bunch of programmers without being a decent programmer yourself but you do need to at least know how programming, database and computers work (this was my previous job). A lot of "mod leaders" don't know anything about modding and just want to "lead" aka. "tell others to do work". It's practically impossible to be a leader/manager when you don't know how and what to mod. And even worse, some "mod leaders" are just hoping someone would join and shoulder all the work. The tell tale of a mod's potential of completion is whether the person/people starting it are more concerned at working on the actual mod or recruiting more people to "help" (aka. do all the work). No one will do your work for you for free. It's a good lesson to learn before you young'uns head into the real world.
It's not my responsibility to help you. You have to help yourself first. If you can't figure out the basic logistics on how the mod works then you shouldn't start a mod project in the first place. Maybe start out by helping another mod instead. No one here will hold your hand and guide you all the way from start to finish. It's good to have a goal and aspirations but it's also important to get as much info as possible before diving head first into something.
I started modding with the goal of replacing a single model to an existing mod.
QFTed the QFT.QFT.
We're not trying to discourage anyone, it's just an unfortunate reality here on TWC. I'm all for new mods being made, but sadly 99% of the ones pitched here never are.
People should start out with submods anyway. There are too many coming in here saying "I've got this grand idea. Blah blah blah. Oh, and I can't mod". Submods are a great way of starting modding and can even bring you to Artifex in less then 5 months ()