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Thread: CA Modding Summit

  1. #21
    Polycarpe's Avatar Back into action!
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    Default Re: CA modding summit

    Email sent and I hope to receive positive answers.

    Quote Originally Posted by Lord Baal View Post
    It's obvious, being older, there's less chances of the ones that worked on Shogun, Medieval, Rome and Medieval 2 being still around.
    Well it depends, M2TW and RTW are still quite popular because of the already wide open modding capacity but certain things may be simply be added to even improve more the game (such as what I,ve sent to Craig just 5 minutes ago, will post the answer later).
    Last edited by Polycarpe; June 06, 2012 at 10:19 AM.

  2. #22
    hochmeister devin's Avatar Senator
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    Default Re: CA modding summit

    Damn, if I could afford a plane ticket and possible a hotel room id go, but alas I cannot.
    My mods
    -Mod Leader for the Wheel Of Time This is not the beginning, but it is a beginning
    -Mod Leader for Shogun 2: Foreign Invasion if you want a mod with alot of units this is for you, not only is there the 40 units CA made theres planned to be atleast 177 NEW units when its done.
    -Modder in the World War I and Shogun II project. The only full scale mod for FOTS and it plays nothing like FOTS. FOTS may have Gatling guns, WW1&S2 has tekidanto samurai, SNLF, MGs, kisho snipers, assault infantry(shotguns) just to name a few.

  3. #23

    Default Re: CA modding summit

    Awesome news. I'm only an amateur modder, but I know moves like this along with progress made from them is a good sign of the direction of TW games.

  4. #24
    MathiasOfAthens's Avatar Comes Rei Militaris
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    Default Re: CA modding summit

    Quote Originally Posted by Steph View Post
    There is one slight problem in what you just said. Some like the Total War genre, and would be very happy to see more modding possibilities in the next title.

    But we also have some who likes it because of the setting. For instance, I have absolutly zero interest in the American Civil War, and even if CA made a very good game focused on that, I won't buy it.

    While I'm very interested in Napoleonic wars and I'm disappointed it's not out of CA's radar.. So while I understand going back to former titles is difficult, I hope this summit can help to expand the life span of older titles, by giving a new breath to their modding, and (big hope which is actually rather hopeless) perhaps a patch or DLC for them.

    "we just hope future titles will be easier to work on now", well in my case it's not sufficient. It's important, but if the setting sparks no interest, it's a big waste.
    And even more frustrating!

    Kind of "Look how good it would be with the new engine if they made NTW2!"
    I understand what your saying but in terms of CA resources they are better capable of investing in future titles moddability than to return to past titles like NTW and ETW. That doesnt mean the designers cant release a new campaign map but if it was that easy to just release a DLC with a new map they would of done it already.

    With M2 we can edit the regions and characters in less than a week. Maybe 2-5 days depending on the amount of work. Thats extremely fast so thats why its a little confusing to many of us why its so difficult for CA to add a few regions to ETW. You would think it wouldnt take more than a couple days to do and a week to release. But of course I am sure they are not lying when they say its difficult. Just wish in the future they make it easier on themselves so its easier for us.

  5. #25

    Default Re: CA modding summit

    This is fantastic news, and can only be interpreted as such.

    I'll save the thanks for some concrete results, though.
    BubbaLou's Primer for Gunpowder TW's. Formations and tactics for things that go boom.

  6. #26
    Diamat's Avatar VELUTI SI DEUS DARETUR
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    Default Re: CA modding summit

    Great news! Hopefully there will be some discussion concerning editing the campaign map in ETW, NTW, and S2TW. If we were able to easily customize the campaign map in these games, the Total War series would experience a renaissance in terms of modding. Indeed, there would be a literal creative explosion.

  7. #27
    Hamilicar's Avatar Tiro
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    Default Re: Is it likely that Shogun 2 will ever get mod tools?

    Quote Originally Posted by CraigTW View Post
    By that I meant our team, as in CA members attending

    I know this is exciting stuff, but we should definitely keep expectations in check. We're really keen to see what the community can do with what's already out there. If we can help with that, we will.

    I think it's a conversation we should definitely be having.
    Well if you want an example of what can be done with the RTW engine then take a look at RSII its awesome

  8. #28
    Lord Baal's Avatar Praefectus
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    Default Re: CA modding summit

    Quote Originally Posted by Polycarpe View Post
    Well it depends, M2TW and RTW are still quite popular because of the already wide open modding capacity but certain things may be simply be added to even improve more the game (such as what I,ve sent to Craig just 5 minutes ago, will post the answer later).
    Well, I didn't meant modders, they are still here and making excellent mods whiting the limits. I meant for the CA employees that worked on those titles.
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  9. #29
    wangrin's Avatar Unguibus et Rostro
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    Default Re: CA modding summit

    Steph: Will it be opened to all your games, or only Shogun?
    Craig: Yes, all games. Although most team members attending will likely have direct experience of coding, designing or mapping on Empire, Napoleon and Shogun 2.
    Wangrin : What do you mean exactly by "direct experience of coding, designing or mapping", what level in coding do you expect ?
    Craig : By that I meant our team, as in CA members attending

    I know this is exciting stuff, but we should definitely keep expectations in check. We're really keen to see what the community can do with what's already out there. If we can help with that, we will.
    Question : What skill level did you expect from modders ?
    For instance, do you consider that modders who work to modify db tables and esf to try to add new agents or to try to find a way to add an "unit evolution" system are concerned by this meeting or do you search for more technical peoples such those who try to understand how the campaign map work or work on modify user interface ?


    Steph: Will it be an opportunity to perhaps start something I already proposed, like more collaboration between CA and modders, for instance to create some new map campaign DLC for older games, done “behind the scene” by modders with some CA support, and then release officially by CA as a DLC?
    Craig: We wouldn't rule anything out. I am hoping something good will come of these conversations, so great ideas are always welcome.

    Steph: Do you plan to use this opportunity to gather information about the needs of modders for tools (or evolution of db) to help with existing/future games?
    Craig: It would be very interesting to have those conversations, although we obviously can't commit to anything at this stage.
    Question : Is it a "first contact" meeting to speak about problems that modders are facing (from adding a new agent to modding campaign map) or do you have a more organized agenda dor this meeting ?


    Steph: Since you’ll probably do this in UK, it may be difficult for modders from around the world to attend (I suppose you won't refund plane ticket, will you?), do you plan to make it accessible with some kind of web conference?
    Craig:We will absolutely live stream it in some way.

    Steph: Do you think it could be done during a week end? May be easier to attend for the modders who have a job.
    Craig: If that suits most attendees, yep
    Weekend and web conference are definitively needed to have an easy access to the meeting for people who have a job or don't live in England.
    But a physical meeting is great too for those who have this possibility.


    Steph: A suggestion: why not creating a kind of more direct channel between CA and the most active modders, where we could get some answers about how to do some things (like what was started in the "ask CA thread" for XML modding), where we could have a kind of email connection to some of you guys, get the info, and then help the less active modders ourselves? It may take less of your time since we could filter the questions, and the answers?
    Craig: We're building an official Wiki for situations just like that, with a separate section just for modders. More on that when I have it.
    This is definitively a good news


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  10. #30
    Ferdiad's Avatar Patricius
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    Default Re: CA modding summit

    Who would have thought we would be having something like this a few years on from Empire.

  11. #31

    Default Re: Is it likely that Shogun 2 will ever get mod tools?

    Quote Originally Posted by Erwin Rommel View Post
    QUICK, somebody grab my Imperial Court robes, I need an escort 50 Hatamoto, 3 sword bearers, 1 sandal bearer, 10 Nobori flag bearers and maybe 4 palanquin bearers.
    Sorry for the offtopic but is it just me or I clearly read penguin bearers after a quick glance?

  12. #32
    MathiasOfAthens's Avatar Comes Rei Militaris
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    Default Re: CA modding summit

    I think if anything Modders would love to be able to add more factions to beyond the hardcoded limit in M2 and Rome TW. Craig do you think there is anyway for CA to edit the code to get past the hardcoded limit? I wouldnt even know how that would work so...

  13. #33
    Humble Warrior's Avatar Vicarius Provinciae
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    Default Re: CA modding summit

    This is a very proactive move, well done CA. Although we need not get too excited about this yet.

    p.s. I am also a little wary of the timing (and ulterior goals) of this announcement.
    Last edited by Humble Warrior; June 06, 2012 at 11:43 AM.

  14. #34

    Default Re: CA modding summit

    well done CA a very positive step!

    I really dont think anyone should be under the illusion that new modding tools etc will be released due to this! the most we can hope for really, is that we can get future releases more modder friendly, and hopefully more open communication with the devs

    I for one would love to attend, but would like a little more clarity on dates/location before committing and i look forward too seeing the answers to polycarpes mail first too
    RESISTITE USQUE AD SANQUINEM

  15. #35

    Default Re: CA modding summit

    I think that ETW should have a mapping tool and both ETW and NTW should have a model tool as very few modders are abble to model in 3d. This forbids the release of many total conversions as they are for RTW or MTW...

  16. #36
    Steph's Avatar Maréchal de France
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    Default Re: CA modding summit

    My main hope is to initiate a better communication channel between CA and the modding community, even for older titles, so we can get some answers to some tricky questions (like the agent not converting for instance).
    It would be extra wonderful if they could make a patch or DLC for older titles, but I think it's unlikely.
    However, perhaps if we have a serious discussion we could define a way for modders to "take over" where CA left part of the title, and may be improve some of the editors we have (like PFM) or make new ones (campaign map) if we uinderstand better the process used by CA to make the game, and they can give some more documentation.

  17. #37

    Default Re: CA modding summit

    yes that would be my main hope too steph

    As far as the rome/m2 engine is concerned its prob locked away so deep on a CA server in oz that itl never see the light of day again? so hoping for any sort of files or anything that would help with hardcode limits etc will prob remain a modders dream lol

    There is a campaign editor referenced throughout rome and m2 (the menu options and ui exist but some mechanics seem to be left out) That alone even now would be a cool thing for CA too release, but that wont happen now. The most i guess, we can hope for is that in the future things like this will be implemented fully
    Last edited by Keogh; June 06, 2012 at 12:46 PM. Reason: refresh dp error? may aswell use it
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  18. #38
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: CA modding summit

    Quote Originally Posted by MathiasOfAthens View Post
    I think if anything Modders would love to be able to add more factions to beyond the hardcoded limit in M2 and Rome TW. Craig do you think there is anyway for CA to edit the code to get past the hardcoded limit? I wouldnt even know how that would work so...
    Culture and Unit limit as far more important IMO. The reason Stainless steel doesn't add more faction is that they reached the unit limit. There are still faction slots left. More cultures aren't that important but are a nice to have to give factions unique UI's and portraits.

    Would it be hard to edit such things for you Craig?

  19. #39
    MathiasOfAthens's Avatar Comes Rei Militaris
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    Default Re: CA modding summit

    Quote Originally Posted by Emperor of Hell View Post
    Culture and Unit limit as far more important IMO. The reason Stainless steel doesn't add more faction is that they reached the unit limit. There are still faction slots left. More cultures aren't that important but are a nice to have to give factions unique UI's and portraits.

    Would it be hard to edit such things for you Craig?
    Ok, unit limit is important as well, I agree.

  20. #40

    Default Re: CA modding summit

    So the Steam Workshop with mod tools? Great! You lead how the game should be moddable (Rome, Medieval), after Empire you turn back to this legacy, good to here you want change it back.

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