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Freelancer
2nd Sep 04, 4:35 AM
Just some thing which got me thinking, as ive seen so far loads of people want to do different mods for DOW which is great how ever i forsee a problem comming on :S people are bound to start making over lapping mods which may cause a huge problem in the future with, the same context mods being reliced in the end some ones work will either not recieve the appreatiation it needs or deserved. Question is, for those people who want to create a mod would it not be better to band in groups, for example those for tau work in a group and in the end a final version is created?
Ive seen the problem above in c&c generals and zero hour and it would be a shame if it were to happen here.

Dalveldrin
2nd Sep 04, 5:26 AM
Well we have mod lists and they have formed groups, but I guess it's too early to tell if we will have any overlapping, for example, if the Imperial Guard Mod is made with Ogryns and/or Ratlings, I hope someone does another hehe

Imperial marine
3rd Sep 04, 3:33 PM
what would u need to make models for DOW

Shakrith
3rd Sep 04, 3:36 PM
Well, so far, the Tau mod is in a pretty organised group...

What about, once each mod is finished, we try to incorporate it into *ominous music* the greater whole? Like, necrons vs tau, stuff like that.

bloodhyena
3rd Sep 04, 4:31 PM
That Idear is also there.
Thread was called something with Darkmillenium I think.

The "all" WH40k race mod would rock :D
(we shouldn't forget minor forgotten races like ... Squats :beer: )

Freelancer
9th Sep 04, 4:58 AM
*bump*
I have to say a collective of modders is what is needed. As all mod groups are seperate but send mods to a home page who compile all sides into one download therefore you can play with say tau from player a and sisters of battle from person b and hell have an ai with Demonetts i really think and strongly suggest that ONE download will enable all sides to be used to the maximum as it will enable maximum playability online and options not being limited to 5 sides ect....
Modders please huddle together and create a mod compilation together Please........

Richtofen
9th Sep 04, 5:04 AM
Well, so far, the Tau mod is in a pretty organised group...

What about, once each mod is finished, we try to incorporate it into *ominous music* the greater whole? Like, necrons vs tau, stuff like that.

Even better, themed mods!

Damocles Crusade:
Tau and Imperial Guard

Xenos:
Tau
Necrons
Tyranids

Red Harvest:
Imperial Guard
Necrons

Tyrannic Wars:
Imperial Guard
Tyranids

If you wanted to go far enough, for Damocles you could include Tyranids in it cause the imps and tau allied to fight them off at the end (mainly a truce and most imps got called to macragge, cause the ultramarines were not having the best of days).

scarface
9th Sep 04, 5:14 AM
I know what would work! Start paying us! lol...

Its a very good point though, and i have seen it happen many times, and i have to say, the problem really lies in the management of mods.

You see, there are alot of good modelers and skinners and coders out there, but what you need most of all, is a DEDICATED team leader. If you had someone who was enthusiastic and passionate about getting a good mod finnished, i bet $100 they could get together alot of different mods together and start assigning jobs to teams and so on.

Lol, i'm not going to suggest myself though, cause im just bloody lazy, and all can be bothered with is doing a bit of modelling in my spare time. But if any of you out there fit the description i say go for it, at the heart of any good mod is a good leader an management, otherwise its just choas. O, and a good leader has to be respected - so dont be a fuck wit to ppl, lol.

Mahu
9th Sep 04, 6:22 AM
My guess would be that each race mod is concentrated on getting the said race into Multiplayer. If the race is balanced I see no problem with trying to combime races, a few adjustments will be made to each race to balance one against the other though which might be the hard part, but we will see...

CLR
9th Sep 04, 6:57 AM
My guess would be that each race mod is concentrated on getting the said race into Multiplayer. If the race is balanced I see no problem with trying to combime races, a few adjustments will be made to each race to balance one against the other though which might be the hard part, but we will see...

If mod teams concentrate on balancing their additions with elements already present in the game, then by default they will all be balanced. (in theory)

RDN has a website to actually REGISTER your mod. That being said, if they approve it they will certainly put it up at their site, or at the very least put up a link.

Double Post


I know what would work! Start paying us! lol...

Its a very good point though, and i have seen it happen many times, and i have to say, the problem really lies in the management of mods.

You see, there are alot of good modelers and skinners and coders out there, but what you need most of all, is a DEDICATED team leader. If you had someone who was enthusiastic and passionate about getting a good mod finnished, i bet $100 they could get together alot of different mods together and start assigning jobs to teams and so on.


No flame intended, but that's a naive statement.

In this situation you'd basically need a game designer to coordinate fluff and balancing among all groups, not someone to delegate work. You're probably thinking of a producer... not a team lead.

It's still the early stages but our mod team seems to be quite aware of what everyone has to do. Same goes for the other mods such as the Tau, and Nid mods.

Freelancer
9th Sep 04, 3:28 PM
tbh the fact of the matter is to get maximum exposure to mods they need to act like exspansion packs or addons from 1 download. That one download is the key to the success of this game, if people not nesseseraly group together but submit work to a core person to compile into a theasable product the game and its mods will last for a long time.