Players Debate - Modding Re-releases
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Close Combat Series -> The Mess

#1: Players Debate - Modding Re-releases Author: mooxe PostPosted: Sat Apr 24, 2010 7:52 pm
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Since 2006 there has been no major mods made for the rereleases. Why? Most likely because there is little interest in learning how to do it combined with there being a very small amount of people that even want to do it... and a small amount of people that even want to play the mods. Take the lack of interest and ask yourself if mods were eventually made, would it increase the life of the rereleases? I say no.

Should thier be any extra focus on making the re-releases moddable?

#2: Re: Players Debate - Modding Re-releases Author: platoon_michaelLocation: Right behind you PostPosted: Sat Apr 24, 2010 11:50 pm
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Yes

#3: Re: Players Debate - Modding Re-releases Author: TejszdLocation: Canada PostPosted: Sun Apr 25, 2010 1:34 am
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Yes.

No there hasn't been a major mod but that doesn't mean there won't be one day.... And If/when it arrives I do play mods so it will increase the life of the re-releases for me....

#4: Re: Players Debate - Modding Re-releases Author: southern_land PostPosted: Sun Apr 25, 2010 6:53 am
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mooxe wrote (View Post):
Since 2006 there has been no major mods made for the rereleases. Why? Most likely because there is little interest in learning how to do it combined with there being a very small amount of people that even want to do it... and a small amount of people that even want to play the mods. Take the lack of interest and ask yourself if mods were eventually made, would it increase the life of the rereleases? I say no.

Should thier be any extra focus on making the re-releases moddable?


Could this be the first thread started by der OberGlockenfuhrer of this site to be destined straight for a home the magic trainwreak thread?  

Seriously Mooxe, has there been a bigger fan of anything or anyone since Mark David Chapman?  As the owner of a fan site maybe you really should be a ... er ... well fan?

Statement #1  Since 2006 there has been no major mods made for the rereleases.

statement #2 Why? Most likely because there is little interest in learning how to do it combined with there being a very small amount of people that even want to do it...   Yeah but that has always been the case, the percentage of people contributing towards modding even in CC heyday has always been small.  These days as the average age of the players increases I'd suppose their disposable time is somewhat less than previous gamers.  Add to that the global economic crisis where people are working harder than ever just to keep afloat.  As you know modding a complete mod is a huge suckhole of time.
Actually since 2006 there have been very few mods released for any varient of CC

statement #3 and a small amount of people that even want to play the mods.  based on what? the mods that no one is making and thus haven't been released yet?  Sorry dude this makes no sense what so ever.   This site exists for one reason... mods... I'll say it louder  THIS IS A MOD SITE   sorry but it is.  Almost no one plays the stock games of any form of CC.  Okay moving on...

statement #4 Take the lack of interest and ask yourself if mods were eventually made, would it increase the life of the rereleases? I say no.   You say no, and thus it was wrote, the eleventh commandment?   Seriously the least played of the old CCs was CC4.  why?  no mods was part of the reason.  And when you're talking about life of the rereleases just what are you talking about?   Do you think there'll be a point when the CC gamers will collectively set aside their rereleases and scrabble through cupbards and attics searching for the true unadulterated CC dics's.  Dude you crack me up.  The game will undoubtedly dwindle and die but no blame can be cast upon the rereleases.  They've ignited a small interest and brought some players back.  Surely that is good?

statement #5   Should thier be any extra focus on making the re-releases moddable?   Hmm okay in what way?   Should be able to nod your head like i dream of jeanie and magic up a mod, all the data, sixty four new maps?   Do you want to be able to set out preset map sections like a trainset?   Hmmm yeah, that'd be great.   The tools are out there as they've always been and in fact are easier to use than when I first started.   Excel or open office opens the data files, in fact opens more data file than before because the exe controls less now as i understand it.

I think what you're saying behind this dinky little speil of yours is that there is too much choice already in CC.   I think that you're postulating that with the range of games and mods and the limited players that someone (and I'm supposing you) should control the world of CC like some Khymer rogue despot deciding what is worthy to keep the band of gamers together like some sort of high country sect.

And just in case you think i'm mouthing off... some of us are still working on CC mods



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#5: Re: Players Debate - Modding Re-releases Author: southern_land PostPosted: Sun Apr 25, 2010 6:57 am
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and this


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#6: Re: Players Debate - Modding Re-releases Author: southern_land PostPosted: Sun Apr 25, 2010 6:59 am
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and more


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#7: Re: Players Debate - Modding Re-releases Author: southern_land PostPosted: Sun Apr 25, 2010 7:00 am
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again


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#8: Re: Players Debate - Modding Re-releases Author: southern_land PostPosted: Sun Apr 25, 2010 7:02 am
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this makes 154 posts... guess that makes me a doer not a talker... and a true fan

#9: Re: Players Debate - Modding Re-releases Author: schreckenLocation: Sydney, Australia PostPosted: Sun Apr 25, 2010 7:32 am
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Yes

I think this site should post more guides and tutorials on modding the CC games.

In general it is too negative and instead it should support and encourage the modding community.

I recommend you ban Dima for ripping shreds off anyone who puts forward ideas for mods... I think this would add a lot and increase the number of mods available.

#10: Re: Players Debate - Modding Re-releases Author: Stwa PostPosted: Sun Apr 25, 2010 8:33 am
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I agree that the site is sometimes way too negative, and certainly this has been the case concerning the newer games.

My problem, is I enjoy CCMT so much, I probably couldn't bring myself to work on any thing else like TLD.

Surely CC2 Redux counts as a major mod.  Question

I have a WF mod for CCMT, that basically just lacks a few UI graphics, but I have never been able to get somone to help me with the graphics. And besides, CCMT ranked at the bottom of CC game popularity.

And BTW, the maps look great, but wouldn't they be even better without the wooden structures, or do I not understand modern Europe.  Question

#11: Re: Players Debate - Modding Re-releases Author: 7A_WoulfLocation: Sweden PostPosted: Sun Apr 25, 2010 10:36 am
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Shocked

OMG, hard words here already...

Personally I can't play stock-tLD, but when I find some time I will create a playable sub-mod and if I ever learn to create maps I have two ideas for full mods. With the tools for Excel I think the data for this re-release is damn easy to work with, so I can only say that the tLD kept my interest for CC and brought it a steep further. But as Southern said:

southern_land wrote (View Post):

These days as the average age of the players increases I'd suppose their disposable time is somewhat less than previous gamers.  Add to that the global economic crisis where people are working harder than ever just to keep afloat.


I'm 36, a single-father of two kids and busting my balls at work. I can't hardly find any time over for playing or modding... Don't think I'm alone in that situation?

schrecken wrote (View Post):

In general it is too negative and instead it should support and encourage the modding community.


Is it? I've got a lot of help, all I've needed in fact. And as far as I've seen, so have everybody else who have asked something here...

schrecken wrote (View Post):

I recommend you ban Dima for ripping shreds off anyone who puts forward ideas for mods... I think this would add a lot and increase the number of mods available.


So... Me, Dima and everybody else who says that something isn't historical correct should be banned?  Rolling Eyes  I don't say that every mod must follow the To&E of the units involved (damn, with other maps I'd loved the WH 40k mod!) but everyone have the right to say what they think. If you don't have the balls to stand for your ideas when someone is turning them down, it might have been a bad idea or you don't have what it takes to bring it to the finish-line.

As a conclusion: Even if I personally only play modded CCIII, CCIV - Kreta and modded CC5, I think the re-releases already brings the game further, attracting a few new players and offers new possibilities for modding.

#12: Re: Players Debate - Modding Re-releases Author: AT_Stalky PostPosted: Sun Apr 25, 2010 2:38 pm
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schrecken wrote (View Post):
Yes

I think this site should post more guides and tutorials on modding the CC games.

In general it is too negative and instead it should support and encourage the modding community.

I recommend you ban Dima for ripping shreds off anyone who puts forward ideas for mods... I think this would add a lot and increase the number of mods available.


Schrecky you don’t seem to understand how many mods Dima has been involved in, either as a consult or as direct maker.

Instead it seems you have constant conflicts with most moders in this community.  

To mention some of the moders you had numerous conflicts with:
1) Dima, co maker of Stalingrad, maker of Utah, GJS-TRSM and probley some more.
2) Sapa, maker of Karelia I/II, and Tali-I,
3) Therion, submod maker to CCMT, and small soldier mod maker
4) PJ, maker of SOC;SDK, SDKDK
5) Squadleader, in making of Soerabaja
6) Stwa, maker of may CCMT mods
7) PM, grapix mods in progress
Cool Firefox, maker of many many many mods
9) [Moders name here]
10) Sbuf, maker of many mods, maps and totorials


Lets look at this stement:
schrecken wrote (View Post):
In general it is too negative and instead it should support and encourage the modding community.


In what way has your endless conflicts with the CC-moders support and encourage the making of mods?

schrecken wrote (View Post):

I recommend you ban Dima for ripping shreds off anyone who puts forward ideas for mods... I think this would add a lot and increase the number of mods available.

Who should be?

#13: Re: Players Debate - Modding Re-releases Author: mooxe PostPosted: Sun Apr 25, 2010 2:58 pm
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Its a debate on whether or not the putting forth extra time into making the rereleases more moddable than they already are is actually worth it. Has it been so far? No it hasnt. Is it worth the time to create extra features within the CC2 rerelease to make it more moddable? Probably not.

Sorry SL, I couldnt be bothered reading all your rhetoric. Yes all posts will go to trainwrecks if people do not make constructive posts.

#14: Re: Players Debate - Modding Re-releases Author: schreckenLocation: Sydney, Australia PostPosted: Sun Apr 25, 2010 9:39 pm
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Quote:
f people do not make constructive posts.


you mean like

Quote:
because there is little interest in learning how to


and

Quote:
lack of interest



priceless!

#15: Re: Players Debate - Modding Re-releases Author: TejszdLocation: Canada PostPosted: Sun Apr 25, 2010 10:14 pm
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There is some new blood out there doing things; davidssfx who joined: Sep 10, 2008 is working on TLD.

Also Buck_Compton said his next mod (or was it the next next mod) would be on a CC re-release version.

#16: Re: Players Debate - Modding Re-releases Author: Stwa PostPosted: Sun Apr 25, 2010 11:09 pm
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When the new releases came out, there was a time when I thought people would migrate the existing mods to the new games.

I haven't kept up with things (apart from CCMT), so I wonder why this is not occurring.

Generally, the new system (TLD), should offer enough new features to make the migration project worthwhile.

Perhaps, this is NOT the case  Question (I don't know because I don't have TLD)

But if true, I think this fact alone would substantiate mooxe's comments.

Since I know CCMT will work with Windows 7, I am sure I will migrate (probably Stalingrad) to CCMT at some point in the future, it just wont be this year.

#17: Re: Players Debate - Modding Re-releases Author: TejszdLocation: Canada PostPosted: Sun Apr 25, 2010 11:50 pm
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I have migrated Meuse to TLD and do want to take advantage of the new features. The problem is the work involved to move to the new version and then understand the impact of the new features to play balance on a mod that was not designed to use them.

#18: Re: Players Debate - Modding Re-releases Author: AT_Stalky PostPosted: Mon Apr 26, 2010 7:20 am
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Why have moders not migrated to the new games…

The problem has been pointed to EVEN before WaR was relised, and argued by the moders many time after WaR was relised, BUT the developer has not listened..

The main problem is the strategy editing tool, or rather the missing strat edit tool for WaR and TLD. The CC5 moders had this tool for CC5, and it has been essential for moding the strat map.
I bet we will se porting of old CC5 - 44 map mods to TLD, but I doubt we see any or many 64 map mods or new strat may layouts as long as there is no strat edit tool.

However, seemingly many moders has given up moding CC after voicing this and the poor, slow respond from the developer.

But maybe it’s all to slow to late and to sad.

#19: Re: Players Debate - Modding Re-releases Author: schreckenLocation: Sydney, Australia PostPosted: Mon Apr 26, 2010 9:27 am
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Quote:
But maybe it’s all to slow to late and to sad.


And maybe not

#20: Re: Players Debate - Modding Re-releases Author: Pzt_KanovLocation: México PostPosted: Mon Apr 26, 2010 6:37 pm
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And I think people wanting to make ports to the new releases are waiting for the serious bugs to be corrected. Hopefully they will be corrected and people will want to take advantage of the new features.



Close Combat Series -> The Mess


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