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February 27th, 2004, 02:00 AM
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Re: WHY MOD ?
By "people" you mean, you? Obviously everyone has their own reason for making Mods, if they arn't interesting to you and you feel the need to make it vocal, you could always put forth the effort to make a mod.
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February 27th, 2004, 02:43 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: WHY MOD ?
As an old Online game administrator (decades of MUDs) I see a problem popping up which is very familiar to me. When many people work on a game that has many many aspects (like a mud, or Dominions) everyone wants to "repair" their favorite parts of the game upward to be balanced with some other part of the game.
Someone makes Pangaea units more in line with Ulm, and someone else gives Ulm units some sneak abilitys. Eventually everything is high and too much the same. Luckily the game doesnt automatically include all mods so the Devs dont have to play Bad Guy of nerfing everything for balance.
The are some good mods but I avoid most of them. I play mostly with the map commands. The mods that create a new race to play with are fun though like the Hoburg Hobbits and the Troll race.
[ February 27, 2004, 00:44: Message edited by: Gandalf Parker ]
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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February 27th, 2004, 09:27 AM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 475
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Re: WHY MOD ?
No matter how good a game is it gets boring eventually. Mods get you more milage out of it before you decide to toss the CD into your local game graveyard.
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February 27th, 2004, 03:01 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: WHY MOD ?
Mods do not allow to cheat in MP, as all players share same mods, activated on the host.
Even if game is very good, mods add variety, new nations/units, balance game where it needs to, even fix bugs, so are always welcome  .
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February 27th, 2004, 04:00 PM
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Private
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Join Date: Feb 2004
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Re: WHY MOD ?
All I want is for the AI to make 1 or 2 more fortresses and use its high end troops a little more, can anyone make me a mod that does this? I am quite sure it would be popular.
BB
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February 27th, 2004, 04:00 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: WHY MOD ?
One thing I do like about MODs is that the people saying "this is broke" have more options for testing it.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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February 27th, 2004, 04:07 PM
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Corporal
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Join Date: Feb 2004
Location: New Mexico
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Re: WHY MOD ?
Modding is also a chance to incorporate a favorite setting (from a book or comic or movie)into a good game engine. For example, the creators of the game could never make an official LotR scenario. But some modders may be willing to give it a go. And though the game in itself is very complex with lot of replay value, some people (myself included) are just curious if a LotR (or any given other) setting would work.
Since the MoO 3 experience I've become a big fan of modding. It should not be abused, but if necessary, should be used, nonetheless.
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