Mod Idea's (post what you want to see happen) -1 reply

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DesertFoxVIII

For Khorne!

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20th July 2006

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#1 12 years ago

Alright guys, seems like we'll be getting the RotWK expansion pretty soon, which also means that I'll be modding again. ;)

I like modding for myself, but as most of you who know me already know, I like to hear about other peoples idea's as well. So instead of modding away like crazy and submitting the next version of DesertFox mod (which will be RotWK compatible) , I'd like to hear what our small group of members (or anyone else) would like to see in this upcoming mod.

For those of you unfamiliar with my work, my current files are:

Desert Fox Mod Beta (v1.03) - http://lordoftherings.filefront.com/file/Desert_Fox_Mod_Beta;69161x#1063963

Unified Factions (v11.0) - http://lordoftherings.filefront.com/file/Unified_Factions;69926

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My hope is to help jumpstart our rather small BFME community by getting people involved in mod making, even if they have little or no experience with modding. Of course, any modding help would be greatly appreciated ;)

Let me emphasize that I'm just an ini file editor, I have absolutely no experience working with the SDK tools. For more complex things such as new models and skins, I'm not sure how well I can do with that. That's why I've used things such as the Elven Guard mod to add a new unit for the elves ( http://lordoftherings.filefront.com/file/Elven_Guard_mod;61608 )

So anyways, I'll quit yapping so people can start posting

Feel free to fire away with your idea's of what a good mod should have ;)




Digz Game Admin

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2nd May 2016

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#2 12 years ago

Well, how about a total war mod? I can mod things but im only the same as desert fox an ini editor. What i mean about a total war mod is like inceasing cp and money and easier way to make total war.




DesertFoxVIII

For Khorne!

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20th July 2006

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#3 12 years ago
What i mean about a total war mod is like inceasing cp and money and easier way to make total war.

So you mean like increasing the starting money and CP? or gradually building them up as the game progresses? Cuz I kinda like the idea of building up, but I'm not sure if that's what you've got in mind ;)




Guest

I didn't make it!

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#4 12 years ago

a good thing to implement into the game would be trade routes, allowing u to send a unit from ur base to an ally, like in games such as AOE, or AOM, where, upon the trade carts return, you recieve money, or in this case, resourses




WindowsVistaGeek19

Cum catapultae proscriptae, erunt tum soli proscript catapultas habebunt.

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10th November 2006

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#5 12 years ago

sry for double post, TheDarkLordRevan is also me. U could use the existing builder model as a trade cart and u could train them at a market, like gondor's




DesertFoxVIII

For Khorne!

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#6 12 years ago

oooh...I hadn't thought of using trade routes before. That is certainly a handy feature, especially in games like AoE.

At first it seems like that would be pretty tricky, but now that I think about it a little more, it should actually be do-able.

All that I would have to do is have a capturable building (such as an Inn or something), and instead of having it generate resources like it does normally, it would be triggered by the 'trade cart' passing by.

Only problem I can see is that this approach would probably require custom maps to be made for the trade lanes...unless somehow the players themselves would actually have to establish (not capture) and manage the tradelanes for themselves, that might be interesting...

Nice idea Revan, keep posting idea's about that (or anything else) cuz the more I know about what you want, the better the chances are of me implementing it :)




Digz Game Admin

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#7 12 years ago

Good idea however the thing is actually implementing that into the game.




WindowsVistaGeek19

Cum catapultae proscriptae, erunt tum soli proscript catapultas habebunt.

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#8 12 years ago

Wat i was going for is modeling it off AoM and AoE1 + 2'S trade route system. Build a market. Build a towncenter (or fortress in this case), train trade carts (use the builder model) at the market, direct it to travel to the towncenter. upon return u get resourses. The farther away the towncenter (fortress) is, the more u get.




Digz Game Admin

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#9 12 years ago

Yes i know what you mean, but getting that into the game is difficult, may Desertfox is a better modder and scripter than i am, maybe he can do it, but i dont think many can...




DesertFoxVIII

For Khorne!

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20th July 2006

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#10 12 years ago
The farther away the towncenter (fortress) is, the more u get.

Okay, that's what I thought you meant. I know I can take care of a few of the things right away, such as having this special unit (the trade cart) being built at the market. I'll have to search deeper into the ini for market range (like you said, the farther away the fortress, the more money you get) and making the trigger for the builder is probably going to be tricky too.

Good idea however the thing is actually implementing that into the game.

I wouldn't worry too much Digz, even if most of this stuff isn't possible to put into the mod release, I'll still give it a shot ;) The goal for this thread is just to accumilate as many idea's as possible, refine them, and when I'm constructing the mod, trying to include them.

may Desertfox is a better modder and scripter than i am, maybe he can do it, but i dont think many can...

lol, you and I are probably about the same level as far as ini editing. I'm not sure about you, but I get a headache whenever I try to tackle anything besides the gamedata file, lol :uhoh: It requires a lot of thinking, mouse clicking and key hitting to find what you're looking for when scripting, but if something doesn't work then you just keep tweaking it until it does, or until you go nutz :eek:

Actually, I was very impressed with your 1st mod. From playing and inspecting it, I can see that you're well on your way to making more excellent mods ;)