Forged Alliance Forever Forged Alliance Forever Forums 2013-10-05T17:33:40+02:00 /feed.php?f=45&t=3622 2013-10-05T17:33:40+02:00 2013-10-05T17:33:40+02:00 /viewtopic.php?t=3622&p=55217#p55217 <![CDATA[Re: Mod Development Tool]]> The trouble for new modders, IMHO is to find programs that without a miracle, or very great skills, works with the PLUGINS (the key) to make new models, that means new aproaches ideas etc.
An example:TAUniverse, SIXTEEN YEARS OLDE,is alive exactly because the modders, always showing news from the very olde Total Annihilation launched two decades ago, because they have a lot of mod programs that works very well , and, with an trully effort,and patience, can be utilized by new modders.Imagine if we can do this here if we had something similar!

Statistics: Posted by vongratz — 05 Oct 2013, 17:33


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2013-10-05T15:18:56+02:00 2013-10-05T15:18:56+02:00 /viewtopic.php?t=3622&p=55212#p55212 <![CDATA[Re: Mod Development Tool]]> Statistics: Posted by Ze_PilOt — 05 Oct 2013, 15:18


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2013-10-05T14:50:58+02:00 2013-10-05T14:50:58+02:00 /viewtopic.php?t=3622&p=55209#p55209 <![CDATA[Re: Mod Development Tool]]> simple straight forward commands.
like telling the AI to build and send troops along a set path.
or sending out an engineer that keeps building a template at a certain location if those buildings have been destroyed

Statistics: Posted by andybe — 05 Oct 2013, 14:50


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2013-04-10T18:21:34+02:00 2013-04-10T18:21:34+02:00 /viewtopic.php?t=3622&p=37771#p37771 <![CDATA[Re: Mod Development Tool]]>
the editor : viewtopic.php?f=41&t=1579

Statistics: Posted by Ze_PilOt — 10 Apr 2013, 18:21


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2013-04-10T18:10:14+02:00 2013-04-10T18:10:14+02:00 /viewtopic.php?t=3622&p=37770#p37770 <![CDATA[Re: Mod Development Tool]]>
On the other hand, I think such a tool would also be great for balance testing. Instead of playing the balance mod, people can easily experiment with different unit parameters. Of course, you risk having endless discussions on the forum about balance changes. Oh wait, that's already the case...

I'd say, go for it!

Statistics: Posted by Pierto — 10 Apr 2013, 18:10


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2013-04-10T18:09:18+02:00 2013-04-10T18:09:18+02:00 /viewtopic.php?t=3622&p=37769#p37769 <![CDATA[Re: Mod Development Tool]]> Do you have the link to the blueprint editor somewhere?

Statistics: Posted by Xodem — 10 Apr 2013, 18:09


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2013-04-10T18:03:44+02:00 2013-04-10T18:03:44+02:00 /viewtopic.php?t=3622&p=37767#p37767 <![CDATA[Re: Mod Development Tool]]> Statistics: Posted by ColonelSheppard — 10 Apr 2013, 18:03


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2013-04-10T17:56:52+02:00 2013-04-10T17:56:52+02:00 /viewtopic.php?t=3622&p=37766#p37766 <![CDATA[Mod Development Tool]]> I played fa quite a lot back in the gpgnet times and recently discovered faf. I am very glad that there are people out there who keep the multiplayer part of the game alive. I would really like to participate in the development, but i don't know any Python, but I am a pretty confident C# programmer. I thought it might be a cool idea to write a little tool, which allows everyone to create own mods in a much simplier way. I programmed such a tool already, but for gpgnet and the filehoster deleted my file as noone downloaded it for quite some time. Long story short: i have bought a new computer and failed to transfer my old projects to the new one. And now i want to ask, if there is a wish/need for such a tool.
I am planning just some basic stuff first (add units based on the original ones and be able to change some parameters). I think of that tool more in a way of getting more people into the subject of modding than being a complete solution for complex mods.

Let me now what you think, if thats a cool idea or just a waste of time.

Greetings, Xodem

Statistics: Posted by Xodem — 10 Apr 2013, 17:56


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