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How do you mod? And how would you like to mod?
Posted: Thu Jul 31, 2008 9:31 pm
by Rafiki
I'm wondering; how do the various modders actually work? Do you crunch the DB excel-files? Tweak the generated text-files? Work mostly with graphics? Is there any type of modding you'd like to get into?
So to get an impression of what people are doing and what they'd like to do, what better way than to make a poll?

(Note that the poll is multiple-choice; I also decided to make the votes public)
(Note that if your avenue of modding is not among the options listed, don't vote. Instead, post about it, then I can update the poll to include an option for it, and you can thereafter vote

)
Why? Because there is a lot of great work being done among the modders, and I don't think it hurts to bring some attention to it. I also want to see where most of the "action" is and where it could be, so that we in turn might start looking into organizing tutorials and other documentation having that focus in mind

Posted: Thu Jul 31, 2008 10:45 pm
by Rafiki
Guys, for the record; you're invited to elaborate on what you've chosen in the poll, y'know?

Posted: Thu Jul 31, 2008 11:05 pm
by lodilefty
Oh, OK
I have the graphics ability of a poorly trained dog. No way, nada, zip zilch.
I mod everything I can in the game via the excel files.
Why?
- I spent 25 years at work doing analyses in excel.
- I started modding that way.
- I like the easy cut/paste/edit of large blocks.
- I like it that I can 'see more at one time'
- I like to use color codes to mark my changes.
- I lack patience to figure out all the cryptic code in the scenario [.scn] files (the Setup script in the excel file is exactly the same format and syntax as the events)
- And AGEOD requires the use of the excel files for anything 'official', which landed me in the WiA Coordnator position {for better or for worse}
So, after about 10 blunders learning the correct [and delicately tedious] process of 'xls to csv to splitter to final format', I have gotten very comfortable with the Databases... [all of them: I refer to event ideas from AACW & NCP and modify them for WiA]
..and lastly, the confession: there are a few files that are text-edit only [at least in WiA]: Areas, Meta-Area aliases, Factions, most of the settings, etc., so I do a bit of text file work where necessary.....

Posted: Thu Jul 31, 2008 11:58 pm
by Jabberwock
Rafiki wrote:Guys, for the record; you're invited to elaborate on what you've chosen in the poll, y'know?
I'd like to be more involved with the data and code side of things. I certainly know my way around the database, and I know the events fairly well. However, drawing pictures, trying to keep the federal navy from achieving irrelevance, ... and currently, the GC, take up most of my AACW time. So I mostly make suggestions, find the occasional exploit (I let the team know about it ... usually), and let others do the heavy lifting.

Posted: Fri Aug 01, 2008 12:01 am
by Nikel
Hi.
I am doing some portraits of the french generals in NCP. As they are well received by the community I suppose that I will try with other nations in the game, in fact I have already started
This is the first time I work in modding a game and I had no previous experience with graphics, so if you do not like them, do not be very harsh
Regards
Posted: Fri Aug 01, 2008 12:04 am
by Jabberwock
Nikel wrote:no previous experience with graphics

!!!
Your work is excellent.
Posted: Fri Aug 01, 2008 12:10 am
by jastaV
Hi Rafiki,
Guess, you know very well what l'm modding........
In the pool I checked the excel option as my first choice solution for modding non-graphic game files.
As
Lodilefty evidenced Excel offer a great flexibility:
http://www.ageod-forum.com/showpost.php?p=95839&postcount=8
The direct modding over game files can be a quick solution when you have to work one-two parameters, mostly of time guided by NCP Editor mode errot reports.......
Great tool this one!!!!!
As regard graphic files, I gave up with their modding after few initial experiment.
I had two great reasons for it:
1. I'm not skilled as an artist!
2. Lodilefty and other Ageod Team members evidenced the risks related to modding map graphic files!......
Hope present pool will not incourage someone to try it!
Couple of things to add!
-Have to report that my recent experience with NCP modding leaded me to catch some troubles with NCP-DB files: it has been reported in past days by more threads
spamming the site.......
Looking at this pool started soon after your post:
http://www.ageod-forum.com/showpost.php?p=95841&postcount=9
.....Is present pool to be intended as first move in the development of the eding/modding full-guide???.........
Posted: Fri Aug 01, 2008 12:26 am
by Rafiki
No. Please note that you and lodi are now the only members in an exclusive (though decreasingly so) club of people that have spoken of a comprehensive modding guide
(BTW, "pool" = thread?)
Posted: Fri Aug 01, 2008 12:34 am
by Nikel
Posted: Fri Aug 01, 2008 12:44 am
by lodilefty
Rafiki wrote:No. Please note that you and lodi are now the only members in an exclusive (though decreasingly so) club of people that have spoken of a comprehensive modding guide

Well, having jammed my foot into Rafiki's mouth,
the least I can do is publicly say "Great idea, I'll gladly help"

Posted: Fri Aug 01, 2008 2:41 am
by soloswolf
I'd like to learn how to mod. I'd be especially interested in graphics work and unit stat-ing. But I would like to know at least a bit about it all. Event structure would be fun as well.
Posted: Fri Aug 01, 2008 4:35 am
by tagwyn
I keep an eye out for sucessful mods and use them!! Not a computer hacker or whatever.

apy:
Posted: Fri Aug 01, 2008 12:58 pm
by FM WarB
A general comment: The less things that can go wrong while modding, the better. There seem to be too many things that can go wrong modding these games. Murphy is alive and well.
Posted: Sat Aug 02, 2008 9:45 am
by jastaV
FM WarB wrote:A general comment: The less things that can go wrong while modding, the better. There seem to be too many things that can go wrong modding these games. Murphy is alive and well.
Modding one step a time, then testing it......
That's the best way to go on!
JastaV
Posted: Thu Aug 07, 2008 9:33 pm
by Stwa
FM WarB wrote:A general comment: The less things that can go wrong while modding, the better. There seem to be too many things that can go wrong modding these games. Murphy is alive and well.
Yes, but you can see these games are graphics intensive, and data intensive from a develpment point of view.
So developing a brand new game (to use the Age engine), is a daunting task, nevertheless...
1. Testing scenarios and events are the tedious portion and generally the most time consuming apsect. I have had to adopt several methods to shorten testing cycles when I test events in particular.
2. Regarding scenarios, if you create a new one, you are compelled to play balance it, and this can be time consuming as well, depending upon the duration of the scenario.
Outside of the two things I mentioned, the modding process is very easy and straight forward, and actually a lot of fun in the end.
Posted: Tue Aug 12, 2008 8:25 am
by dooya
Haven't done any kind of mod for AGEOD games yet, but if I would, I would love to have a date or two with Athena.
I am a psychologist with a minor in computer science and it has been a dream for years now to move a little bit into the artificial intelligence field. However, up to now I did not have the time to touch even the basic stuff. Still I am hoping to do this some day...
