I haven't bothered with mods so far with DoW,and i'm wondering,is there a WA version for the tools that i need to download?If so,link me.
No, WA version is the same as the DoW version. As of 1.41 the Mod Tools come with the WA LUAs for the Attribute Editor as well.
Ah,so the DoW mod tools will automatically update themselves for the 1.41 when i install correct?
The mod tools are a separate update to the patch (hence why we don't have 1.5 data from Relic yet), but the DoW Modtools v1.41 are also the WA Mod Tools, and include all of the WA LUAs you need, plus the various bits for the ME.
In the ME it gives you the option when you open a new map to set what version of DoW you want it to be run on. It'll provide a drop down of all the mods you have installed, DoW Vanilla and WA. If you want to make a WA map start a new one as WA. Don't know much about the rest of as I am still tackling mapping.
Overly complicated is what i call it.I'll figure it out eventually though.IBBoard,could you gimme a link to modification help or maybe teach me some basics?
Depends entirely on what you want to do. The RDN Wiki has various tutorials or links to tutorials for most things. Finaldeath is also trying to get it changed so it doesn't require a login to read, although I don't know when/if that will happen.
But basically, when it comes to modding WA, Sick Sick 6 is right. Go in to the ME and (from what I know) you get to select the Mod you want the game to run under. Select WA and you get the WA extras. Then, if you want a WA based Mod, you just change your .module file slightly to inherit data from WA and change the pipeline.ini so that the AE does the same and bases your mod off WA data.
Chunky Viewer can be ignored by just about everyone (except me, because I'm writing tools for the Chunky format :D). Mod Packager is marginally useful to extract SGA files, but SGA Explorer, SpookyRAT and Corsix's SGA Reader are more usable (especially since I think all of them can extract single files). OE and FX Tool are only really needed if you're adding/changing models, so I've never used them. The Audio Editor is kinda obvious, but again, I've never used it.
Beginning mods are best started in the AE, or the ME if you're a mapper more than a coder. With the AE, just follow the instructions in the Readme to set up a mod, select the Mod in the AE and then do something simple like a uber-hitpointed FC. Pointers on what means what should be in the Wiki (like EBPS is Entity Blueprints, so single models, SBPS is Squad Blueprint, so entire squads of entities, etc) but I'll help with any specifics you need to know that you can't find.
For The Basic of mapping, you get check my site, not very well built ( my space not give much option ) you can always ask me too, if you go to my site click "Furreto wisdom" and look at the bottom of the same page, or click the "Blog" tab and navigate from there, i'll was just about to update it ( been offline for a few day )