ask EB team !sn't it difficult to plan a mod for a game that is yet to be released?
ask EB team !sn't it difficult to plan a mod for a game that is yet to be released?
I think you completely miss the idea behind this whole forum.
Mods aren't there to "fix" a terrible game to make it something good. Far from it. They exist thanks to a community of fans who share their own modifications made in order to fit their taste.
We know CA will use colour coding. We know CA will not use native names.
We also know thanks to the trailers that the speed movement of units will be similar to the previous title.
Finally we can be more or less sure area such as casualties rates won't change since CA did not talked about it until now.
Finally we know the engine allow us to create an unlimited number of unit and given the period of the game we can be sure to have room to add new troops. Why not a different unit for every italic tribe, one for every Illyrian tribe, one for every Anatolian tribe, etc ...
Isn't it enough ? Personally I am sure that I won't stick one full year with the colour coding.
Explain your opinion mate.
Last edited by Anna_Gein; February 12, 2013 at 06:40 PM.
None of this has to do with historical accuracy, which is what this mod is all about. The names are accurate, just simple English translations..
This is fine too, hell I'd even like it, but again, these extra units do not make the game more historically accurant unless the Creative Assembly left out the core units of several factions. We however have no idea what units will or not be in the game as we have only seen 5 factions and the game isn't out yet..
I understand what you are saying too, and I don't think a mod to improve historical accuracy is a bad idea. I just think it's unnecessary for it to be made almost a year before the actual game is released.
"A fanboy is a person considered to belong to one or more fandoms to a point of obsession"
I think that people who start a mod for a game almost a year before the game is actually released qualifies as obsession, thank you very much.
Yeah pretty much that.
I thank you ♅Sturm und Drang♅, Anna_Gein, and Duncan III for your support.
LemonySniffit. I understand what your saying, but I really have no idea why you are saying it. There will always be ways to improve things, the game was made by humans!
As for you sharpe, you can't say how good or bad our research is compared to EB you have never seen it!
"I fancy making a mod as a hobby. I think it would be good to have a portfolio of mod work if I look for work in that area after I graduate college. Are you planning on putting a team together for a mod? I'd be interested. I can code."
If you mean us, then yes that is the general idea, as we already have a mod team started.
And as for the mod team, we do need more modders, but there is a reason we say we are recruiting skilled modders.
Thank you wangrin for your suppost, and LemonySniffit for your rational argument.
The reason that we don't have 3d modelers researching, is because most of them arn't majors in history which many of our researchers are.
2nd, yes its early, but does doing the research now, or later really make a difference? +please read op, it states why we have started now.
Another thing, any animations we would try and make would look terrible compared to CA's motion capture
Please stop this useless debate, if you have questions or misgivings, please do so in a rational and civil manner, like LemonySniffit. If you don't like this mod, thats ok, its not for you, but please don't just come in and say, this is dumb, that accomplishes nothing
I'm a fan of mods all day long but, claiming your mod is going to offer something in the way of historical accuracy unlike any other mod is all well and good. Everyone discusses EB even though it's always been the 3rd most popular mod. Roma Surrectum and Rome Total Realism was half as realistically detailed and had double the fan base. Why was this? Cause EB sacrificed gmaeplay and immersion. I don't care about the country unit names being 100% correct, in fact I can't stand not knowing what unit type I''m looking at because it's in some jibberish language, I don't quite understand until I look at their description. Not the opinion of everyone, but statistically more people prefer a well overhauled mod with a balance than 100% historical accuracy... I mean if I wanted to go into so much detail I'd of read a book. I want to have fun, therefore I play a game.
We Came, We Saw, We Ran Away!
Even though I think it is too early to start talking about fixes when we don't even know what the game is going to be like. I still think it is a good idea to have a team of developers already on "stand-by" as it were to begin work as soon as it is possible.
Also I would like to add to the developers; Soak up as much information regarding history etc as you can while you wait for the game, avoid staying idle. Don't listen to these people who tell you that you are way too early, creating an epic mod is a monumental task and there is plenty to do even right now( i.e research.)
We intend to keep it fun, and I believe all names are going to be in English (at least the unit class) and description. We fully intend to overhual it and make it as fun as we possibly can (and look as good as we possibly can) and making it more historically accurate wont inhibit this. A good historical mod should be well balanced, because history was. Yes somethings will be more powerful than others, but historically they where almost always overcome.
Basically, we intend to completely overhaul it, and make it historically accurate, which we think will make it 2x better![]()
I find it immeasurably silly to announce a mod, complete with planned "fixes" before you even know what needs to be fixed. If it wasn't so uncivilised, I would hit each and every one of you on the head with a medium-sized book!
No, but really. Haha.
What sources are you guys using for research? Any primary ones?
Yes, in fact we are siting all of our sources, so when I update the website you will be able to see exactly what we used
Ok, I'm here to hopefully put an end to this ridiculous merry-go-round of pointless nitpicking.
#1 - By the definition given, we are not "fanboys". We don't show obsession. We spend barely any time on this research as we would like to.
#2 - There have been a few post on complaining about our unbalanced team in terms of the variety of skills. This is because we are doing the research first, other areas will expand when we need that to happen.
#3 - The role of "CODING" has been obsolete since ETW, because they scrapped the .txt documents. It has been replaced by DB management, which is one of the things I am really good at (not hard to be good at it anyway, just copy/paste, create an entry, change some figures, and it was the same in the day of coding too). And yes, I am primarily the project manager in terms of the mod project (once it takes off).
#4 - We are actually not going to be using native names, for two reasons: 1; pretty much all the languages are lost, so we wont be able to get the linguistics right, even in old Latin. 2; no one will know how the hell some of the names should be pronounced, and some mod teams will come up with extremely speculative names, like "those who share bread". I'm not saying this is ridiculous, I'm just saying it's not what we are doing.
#5 - LemonySniffit; you are complaining a lot that we do not know anything about Rome 2. While we do not know as much as we would like to, in regards of both the technical side of things, and the authentic side, we have noticed the general direction that Rome 2 will be going in, and that is not the same direction we are planning our mod to go in. I mean, yeah we haven't played the game yet, obviously, but we have seen it, and we don't agree with a number of things shown. If people don't agree with what we are doing, then that is just fine, because that's there opinion.
#6 - We do have a concrete starting date.
#7 - I don't see how modifying something to our taste in arrogance (or as you say "unwarranted arrogance", I didn't know you need a warrant to be arrogant). What I said is true. We will be making everything more historically accurate, and we will be making full use of the Rome 2 engine, more so than CA their self. How do I know this? In previous titles (ETW & NTW), CA have included about 200-300 units each, when the engine can handle nearly unlimited number. Even in Rome 2 they said there will only be about 500-600, when we plan on doing thousands. CA have never created a full AoR, like we are planning to do (that is, unique units for every region, so the region of Latium will have its own unique troops not shared anywhere, same with Venetia, Tolouse, etc.). But I definitely do think that CA are taking the next big step in the campaign, even though we haven't seen anything yet, but there have been little pointers to the quality that could be going into it.
#8 - I don't know why you put modding in quotation marks, you suggesting we can't mod?
#9 - I can assure you guys that we have quality researchers with us
#10 - It's not particularly that we don't want 3D or 2D artist researching, it's just that they didn't want to. Were not going to say NO if they ask to do so, it's just that they haven't asked to yet. Our modding social group is open to all the members, so anyone in the group can post whatever they desire.
#11 - Banging us on the head with medium-sized books isn't advised.
#12 - Yes, as Chosen Man said, we are sitting every source we use; primary sources, secondary sources, websites, particular people that assisted us that aren't in the modding group, and even wikipedia (although we make sure to cross reference when using wikipedia, or get a quota on if it is reliable)
Last edited by Biggus Splenus; February 13, 2013 at 08:25 PM.
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Just curious guys. Seen so many of these pre-game mods fall flat before.