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  #1  
Old March 14th, 2004, 12:17 AM
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Default Malazan Mod concept

I have an interesting idea for a mod, but I was hoping to get some advice from some of the experienced modders out there about how to proceed with it.

I'd like to do a Malazan Book of the Fallen mod for Dom 2, starting with a Malazan Empire mod, likely as a replacement for Marignon.

If you're not familiar with Steven Erikson's novels, I strongly recommend that you go and buy them, all of them, and don't come out of your room until you finish them, because they are some of the best fantasy I've ever read, and I've been at the stuff my whole life.

But I digress. I am interested in trying my hand at modding, but I was wondering how much programming skill is required, since mine is limited. I have done some board-game design, but this is several levels of complexity beyond that, so I was hoping to receive some pointers from some of the people who are obviously old hands at it.

Basically, other than concept, where to start? Is there a few good threads that are required reading? Some excellent tools that I could find? Any programming skills I should brush up on? And of course, would people like to get a chance to gear up as Malazan sappers and take on the gods?

Any help or guidance that people could give me would be very much appreciated, and I know that I'm probably giving up what limited spare time I have, and that the dog will be whining hungrily soon, and the girlfriend will curse the game, but I'd really like to give this a try.
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Old March 14th, 2004, 12:23 AM
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Default Re: Malazan Mod concept

I started reading the Malazan books a while ago, and found them rather hard to get into - I couldn't understand what was going on, who was who, or whatever.

Now, about two thirds into the first book, I'm really enjoying it - but it took some time. Definitely not something I could have locked myself in my room for, not to get out until I was done reading them.

As for modding... I haven't tried it, but there definitely is no programming skill required. The unit stats are all changed through text files that specify the new units' stats; if you want to include specific graphics, you'll need a little skill there, as well, but mostly, it's a question of finding the right balance, and working with what abilities are in the game.
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Old March 14th, 2004, 06:42 AM
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Default Re: Malazan Mod concept

Inaccessibility is one of the most understandable critisicms of the series, I agree with you on that. I suppose that since I've read the whole set 3 or 4 times now, I read each in light of the whole, and I still come to new realizations each time I read, which I think is why I like them so much.

There are not many fantasy novels out there right now that can provide you with something totally new each time you read it, which is what Erikson does for me. I think you'll find that you get more out of the series with each book you read, and Deadhouse Gates I think is one of the best fantasy novels ever written, less of a plod than Gardens of the Moon for sure.

As to modding, it's good to know that I don't need programming skills. Playing with numbers is easy enough, after the board game stuff I've been doing, and I'm a fairly good artist as well, good enough to do the kind of stuff that's in Dom2, anyway. I suppose I'll post some preliminary work in the next few days and gather some feedback.
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Old March 14th, 2004, 07:34 AM
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Default Re: Malazan Mod concept

I had been thinking about doing a MBotF mod myself, though about the Pannion Domin.

It might be a good idea to download some mods and look at them to see how they work. The actual modding isn't too complicated, though reaching a point where the nation is both balanced and faithful to the concept may be difficult.

[ March 14, 2004, 05:44: Message edited by: Teraswaerto ]
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Old March 27th, 2004, 11:43 PM
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Default Re: Malazan Mod concept

Say - anyone know where in the USA the Malazan books can be obtained?

Thanks.
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Old March 28th, 2004, 07:44 AM
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Default Re: Malazan Mod concept

www.amazon.com
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