My first mod

My first mod

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

User avatar
gamer17
Posts: 235
Joined: 21 Feb 2007, 23:51

My first mod

Post by gamer17 »

I plan on calling it Scout & Destroy

I'll use the BA mod, and edit most of the units

So this mod will be base upon using scouts as spotters, then using other units to attack it.

I plan on increasing the weapon range for tanks, and balancing it so that you have to use T1 and T2 units together to win.

I also plan on making air a huge part
-more focus on transports( better armor)
-change role of fighters(will be use as around support like a-10's)
-gunships(less armor and weapons, but cheaper)

and make all fear navy(upgade T1 ships)

and more
let me know what you think
All of this is fairly easy right?
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Fairly easy? I could have it done in two days tops... Starting tomorrow of course, I have to go to sleep pretty soon.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

phail, start a mod from scratch you'll learn a lot more, and its easier as you learn the full package without trying to understand the cr*p that is the TA based mods and the numerous bad practices and kludges they use.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

You can try, but as I'm learning atm, doing your own mod from scratch is prolly a better way to learn (not to mention easier in the long run), and using BA as a Base is a really bad idea for one reason...

modit

However, for myself, I have some long term goals in mind...
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

There should be a distinction between mods that are slight stats change of TA units, and mods that come with their own models, textures & scripts. Doesn't feel right to call them both with the same name.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I vied to have non-ta varients called "game packages" however, I was dismissed with little attention to the idea. In my mind TA based mods are just that... mods of stolen content and they are just that... mods. Things that would classify as a TC in TA should be counted as their own game in the spring engine but this community doesn't like that notion.
User avatar
jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Post by jackalope »

*dismisses smoth with little attention to his ideas*
User avatar
overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Post by overkill »

thats a good idea smoth.
User avatar
gamer17
Posts: 235
Joined: 21 Feb 2007, 23:51

Post by gamer17 »

Thats a good idea, but I have never worke with 3d models before and the wiki is not the best place to start.

My stat changes were going to be huge,
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Well, its not too hard.

I never had any experience before.... 1 year ago perhaps?

I learned to model, texture okayishly, and do a little scripting and it flew by. Trust me, you wanna spend a month or two learning ropes and doing tutorials.
User avatar
Boirunner
Kernel Panic Co-Developer
Posts: 811
Joined: 05 Feb 2007, 14:24

Post by Boirunner »

I'm going to disagree with most people in this thread.

If you have an idea for a mod, implement the gameplay first. Then test it, play it, see if the concept works out. If it does, you can still model your own units and stuff. But what's the point of spending hours and hours on modeling units when at the end you realize that your gameplay idea sucked in the first place?

I'd much rather play an awesome mod with recycled TA units than a shiny, newly textured and modelled mod with shitty gameplay.
User avatar
Abokasee
Posts: 222
Joined: 03 Nov 2006, 21:51

Post by Abokasee »

why does eveyone, who does mods (full on mods) (Bar a few people) hate TA based mods?, theres no particuallar (did I spell that right?) for hating them, it just happens to be a variation of the normal ta, not hard or too creative if you've just HPI veiw but other wise what to hate
Last edited by Abokasee on 19 Apr 2007, 18:30, edited 1 time in total.
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Indeed

Post by DZHIBRISH »

Look at EE or Gundam.
they have models textures but nobody plays them.
Its sad really.
myabe it like that cause people make mods that are themselves a copy of an idea.
why not make totaly new gameplay.
i think the whole "big and fast battles" is already pretty much done with,of ocurse u will always have balance issues and you eill always have stuff than can still be added but basicly i think the secret to a mod actually being played by the community is making it totaly revolutionary.
totaly different gameplay not based on anything else.Ialso think a mod should be neutral and not based on existing games/cartoons/movies etc.
User avatar
Abokasee
Posts: 222
Joined: 03 Nov 2006, 21:51

Post by Abokasee »

It could based on just about anything... which is possible, Like ES (Enternal Silence) the only way to get M is by reclaiming dead frigates and destroyers
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Abokasee: "particular"

Abokasee, because modeling is not that HARD, neither is texturing. also see my DZHIBRISH response, gundam did not start out pretty.

boirunner, people have Nanoblobs to help them prototype. That is part of the reason it exists. Argh has said MANY times that he is ok with people doing that.

DZHIBRISH, EE is it's own idea now. It moved past 2150 months and months ago. Gundam RTS is being done because in my mind, to date, all other gundam mods are crap and I have been seeing more gundam games in lobby lately. EE does get played also.

However, both games had to be innovative.

Gundam has to work within the guidelines of a fluff written mostly in japanese, a language I still do not fully understand. It was also written years ago and there is little that I can find that will expand it past my current unit list. So I had to do years.. yeah, years of research to make it in the current form it is in now. However, the models were mostly done inside of a month as CRUDE prototypes. Prototypes which I have refined over time.

EE, has moved past 2150 and is it's own thing. Fang and moved past the 2150 design and made it his own design, he took the theme and ran with it. I think the mod is better for it. Also, the models were crude prototypes. Fang has had many many models that he replaced as he went along.




so what we other moders are saying is that many of the ta based mods earn a d+ to c+ untill they make more effort. Partly because making that next step is often the line between a thing worth playing and an experiment.

also, note that the idea I mention was given no discussion again :'(
Last edited by smoth on 19 Apr 2007, 18:52, edited 1 time in total.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Indeed

Post by KDR_11k »

DZHIBRISH wrote:i think the secret to a mod actually being played by the community is making it totaly revolutionary.
No, total opposite. The secret to make a mod actually get played is to make it have the same strategies as the TA mods so people can just use the same old strategies without thinking and still see successes. People don't want to adapt, they'll try TA strategies on every mod and if it doesn't work they declare it as bad.

EDIT: Smoth, prototyping with Nanoblobs isn't that easy because Nanoblobs lacks many unit types, most notably buildings that could be used for economies.
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

Excuse me but could you tell me what sort of mod I could make that could not be said to be based on some other game/movie/cartoon/book/real life event.... hrm cause Id love to know...
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I'd still like to see you make a mod based of the H. Turtledove "World War II with Magic" books.

Now THAT'd be cool. Magic Nuke! Magic Nuke!


Oh dang, that's a book. Nevermind.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Fanger wrote:Excuse me but could you tell me what sort of mod I could make that could not be said to be based on some other game/movie/cartoon/book/real life event.... hrm cause Id love to know...
Nanoblobz? Dozerz?
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I always thought Nanoblobz was based off of old weird Japanese action figures. Or at least that's what Argh said.

But that might just be the visiual astetic. And Kernal Bit's is so obviouisly Tron. Not that I'm complaining, becuase Tron is awsome.

Anyone who dosn't like Tron is obviously a communist.
Post Reply

Return to “Game Development”