Archive for the ‘Modding’
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Wednesday Nov 01, 2006
Modding Medieval IIEpistolary Richard, the Modding rep from the Org, has been at the Brisbane studio getting some hands on time with the code. And this is what he has to say: Hi all, As many of you know I’ve had the delightful opportunity to spend a full week with the Medieval 2 Total War Developers in their office in Brisbane. The primary purpose has been to discuss what the modding community has achieved, what it’s looking to do with Medieval 2 and explore ideas as to how CA might support this effort. In addition, I’ve also had the chance to poke around at the game itself and quiz some of the developers directly with both the community’s questions I’d previously collated and quite a few of my own. Now, with a couple of days under my belt â and with the weekend coming up where the studio will be sadly closed (I will have my nose pressed up against the window until Monday) I’m happy to be able to pass back some of my initial findings. AI
Posted by Alex in Modding on 1:46:00PM Nov 01, 2006 |
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Thursday Oct 19, 2006
From Legionary to MusketeerI’m Lord Zimoa of Flanders from the Lordz Modding Collective. In this community blog we will be talking about what it takes to make a total conversion mod for the Total War games, specificly the Napoleonic TW 2 mod (NTW2). The Napoleonic TW mods are developed by a group of people under the name “The Lordz”. Most Lordz were Napoleonic warfare fans before they joined the team, and those who weren’t soon turn into fans of this extremely exciting - but often underestimated - period of history. The team has a long history of modding the TW series. It started with small tests in ShogunTW, eventually moving to MedievalTW which led to our first mod: Napoleonic TW. Being hobbyists who work for free, most mod teams face activity problems at some point, which in the worst case leads to the disbanding of the team and the giving up of the mod project. Even an old and proven team such as the Lordz did not escape these problems. After the release of RomeTW we started research on a possible Napoleonic mod for this new game. But lack of interest and doubts that the RTW engine was just not suited for Napoleonic warfare resulted in almost no progress for over a year. It seemed unlikely NTW2 would ever be finished. But around the beginning of 2006 the Lordz reinforced the team with a lot of new talent, most of whom were already involved in several other RTW modding projects. The development returned to full speed and we finally managed to release the first version of NTW2 in September 2006. NTW2 can be defined as a “total conversion”, meaning it replaces almost every part of the game, ranging from user interface graphics and 3D models to music and sound effects. When you take a look at the screenshots of the mod it will be hard to recognize anything from the original RTW game. We had the luck of attracting a lot of highly talented people capable of producing everything that was needed for what is basically a completely new game.
The tools that are required to create new content (such as 3D models and animations) are developed by community members, without whom NTW2 would never have been possible. Sadly, these unofficial tools had some flaws which restricted our options. For example we could not change a lot of soldier animations without causing serious problems in their ability to move fluently on the battlefield. Having to remove pieces of work - that took hours to create - because of a flaw in a modding tool can be very frustrating. A few examples of some of the more complex achievements in the NTW2 mod - it may not sound difficult to a casual person but it took us a long time to complete these features:
Lord Zimoa Well many thanks to Lord Zimoa. Remember any one who wants to contribute to this blog should Email me.The Shogun
Posted by Alex in Modding on 11:31:14AM Oct 19, 2006 |
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Friday Oct 13, 2006
The Mods and the Modding
Then there are those mods which change the historical setting completely. Top quality examples of these are Napoleonic Total War 2 for Rome, and NTW 1 and Hellenic Total War for the original Medieval: Total War.
Other mods completely abandon reality and plunge into the realms of fantasy. Some of these are based on novels or films and some purely on the modder’s imagination. Two examples of these are Blue Lotus, a mod based on Far Eastern mythology, and The Lord of the Rings - Total War. Finally, there are those small mods which attempt to add an entirely new feature to the game, such as making the wonders of the world appear properly in battles, changing the number of turns in one year, or even my own creation: a play-by-email Multiplayer Campaign.
There are modding forums at each of the major fansites:
Many thanks for that Dave a great piece of work. Next week we continue the modding theme with a Blog from Lord Zimoa of Flanders from the Lordz Modding Collective. Remember this is your blog so if you want to write for it let me know!
Posted by Alex in Modding on 1:00:00PM Oct 13, 2006 |
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Thursday Jan 01, 1970
The Retrofit ModHello there, and welcome to the first in a series of blogs that will be about some of the big mods out there for the Total War series. This blog is about the Retrofit Mod. Less than 2 days after Kingdoms was released, this rather interesting mod made by Unspoken Knight appeared. The Retrofit Mod retrofits many Medieval II: Kingdoms features into Medieval II: Total War. This enables you to play the Grand Campaign using the Kingdoms .exe and get Kingdoms features such as boiling oil and controllable reinforcements. You can download the Retrofit Mod from here: The mod requires Kingdoms to be installed to work, and the feature list for the mod is: - Hotseat Campaigns. The mod has one of the best installers I’ve personally seen for a mod and so is very easy to install. It also has a variety of ways it can be run: - Start menu shortcut Because the mod installs to its own folder it also will not affect your game installation at all. The rapid release of this mod just goes to show the talent there is in the Total War modding community. In this blog I’m also going to elaborate on two features seen in Kingdoms, as I’ve seen a few forum threads about them. First up is the Controllable Reinforcements feature. Many people seem to be unaware that you can not only set the stance for reinforcing armies, but you can also order them where to go. You can do this by simply having the reinforcing army selected by clicking on the card for it, and then right click anywhere on the battle map and they will head there. This combined with the different stances allows you a lot of control over your reinforcements. Next is boiling oil. Some people are unsure how you activate it. All you need to do is have a unit on a wall section next to the gate on a settlement with stone walls or higher, or if you’re playing the Britannia campaign the permanent stone forts as well. This will then show a little flag above the middle of the gate to represent the fact that boiling oil is active on that gate. And any enemies who attack the game might end up feeling a bit warm. That’s all for this entry, there’ll be more mod blogs coming up shortly so stay tuned! If you know of a mod you’d like to see previewed drop an email to me at jack@creative-assembly.co.uk
Posted by Alex in Modding on 12:00:00AM Jan 01, 1970 |
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