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Thread: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

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  1. #1
    nce_wht_guy's Avatar Vicarius
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    Default What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    Title says it all.
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    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    Very few mods, nothing major.
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    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    Going by S2 - potential great, getting over the learning curve difficult, large mods will be quite some time. Rebalance/gameplay mods wil be nearly instant. Someone will indist on Minas Tirith mapd.

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    bluenose66's Avatar Foederatus
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    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    a Medieval mod would be amazing, too bad I can't help you as I'm crap at modding

  5. #5
    nce_wht_guy's Avatar Vicarius
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    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    Quote Originally Posted by Oestvang View Post
    Going by S2 - potential great, getting over the learning curve difficult, large mods will be quite some time. Rebalance/gameplay mods wil be nearly instant. Someone will indist on Minas Tirith mapd.
    This is what I'm afraid of but personally I'm still optimistic.

    Quote Originally Posted by bluenose66 View Post
    a Medieval mod would be amazing, too bad I can't help you as I'm crap at modding
    So am I. But Rome II's engine would be awesome for a later setting. The only issue I can maybe think of is representing later religions.
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    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    Quote Originally Posted by nce_wht_guy View Post
    This is what I'm afraid of but personally I'm still optimistic.
    With tools available and internal support for mods via the launcher I dont see how it can be a bad thing. Sounds all good to me.

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    omzdog's Avatar Campidoctor
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    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    I do like the idea of dismountable knights, Italian/Swiss pike formations, and cog ship battles on the new interpretation of Warscape.

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    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    Well, the tools for Shogun 2 is without doubt very powerfull, and I cant imagine anything else but the same for Rome II. However the game is vastly more complex than the older Rome/MedII games representing the true "modding era" of TW. There's a reason that CA has over 100 employees working full time on this game for years, and its not because they like big a$$ tea parties.

    Take as an example a simple soldier mesh, in Medieval II such one could probably made in a few hours by a skilled modeller who had all the necessary sources at hand. In Rome II, as the poly count is much bigger, it also means that you have to consider a lot more details. A small object like the belt on a soldier would just be a darkened texture in Medieval II, however today, such one would have to be modelled nearly completely, and obvously much more accurately than in the previous games, as details demands accuracy. This will end up being not only time consuming in time spend on the modelling part itself, but also on finding more source material, covering every tiny thing you have to model/represent through texture.

    This is probably the simplest way to explain the increasing difficulty in modding, it can be translated to any other part in the game, such as AI, Campaign mechanics, Battle Mechanics, Rigging meshes for animations, importing/exporting/understanding a lot of filetypes etc etc.

    So basically, the real modding potential of Rome II will be nearly infinity, everything can be done. but the ressources and time required to bring those mods to actual life? You better start recruiting, and quit your full time job. We're most likely not going the see full conversions again.
    Last edited by Stoferr; August 25, 2013 at 04:44 PM.

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    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    More than likely, it will be similar to Shogun 2 as 2nd post says. No overhaul mods I would imagine.
    If you want to work on a medieval mod I'm sure other like-minded people will share your interest when the game is released for some time.

  10. #10

    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    Look at the things people have done for Shogun 2 since they released the modding tools. Seems too complicated for anything major to be accomplishable by the community in R2TW.
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    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    Give the modders time to learn to use the tools. It took years even in rome 1 until the first major mods like rs, rtr and so appeard. What took time then will take even more time now

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    Ciciro's Avatar Protector Domesticus
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    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    Hasn't been an overhaul mod since Napoleon, and even then the map is still the same.

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    bluenose66's Avatar Foederatus
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    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    some Russian lids were able to add more regions in ETW

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    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    I think the Rome 2 modding forum should be open, so mod organization can already begin. Why not open a sub forum it now??

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    omzdog's Avatar Campidoctor
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    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    Quote Originally Posted by DavidtheDuke View Post
    I think the Rome 2 modding forum should be open, so mod organization can already begin. Why not open a sub forum it now??
    I agree, but I doubt much work will be done until another few weeks or so.

    Its nearly impossible to mod without understanding the flavor of what needs change.

  16. #16

    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    At least what has been learned for S2 should still be applicable.
    The major requirement for a total overhaul mod would likely be good mod team leaders as it looks like bigger teams are required. And being able to post and dl units and animations from Steamworks.

  17. #17
    Libertus
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    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    Nothing comparable to past mods from the days of Rome 1 Medieval 1-2...

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    High Fist's Avatar Vicarius
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    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    Can someone explain to me what CA (it was Jack or AL who said it) meant when they said S2 was the most moddable game they've ever released? From what I've heard it was one of the worst for modding. Apparently it has the potential to be modded extensively but the time and knowledge/skills to do so are beyond normal modders with their own lives to worry about.

    Basically what was it about Shogun that makes them say it was their most moddable game? That'd be a good guess as to what Rome 2's will be.
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    nce_wht_guy's Avatar Vicarius
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    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    Quote Originally Posted by High Fist View Post
    Can someone explain to me what CA (it was Jack or AL who said it) meant when they said S2 was the most moddable game they've ever released? From what I've heard it was one of the worst for modding. Apparently it has the potential to be modded extensively but the time and knowledge/skills to do so are beyond normal modders with their own lives to worry about.

    Basically what was it about Shogun that makes them say it was their most moddable game? That'd be a good guess as to what Rome 2's will be.
    Read the above posts.
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    Ballacraine's Avatar Domesticus
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    Default Re: What do you think Rome II's real modding potential will be? Also, is anyone maybe interested in helping me with a potential late Antiquitity/Medieval Mod?

    Gotta say, a Dark Ages mod would appeal.

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