That's it for me.
Arma was fun for a while, but ultimately too simple and lacking in replay value. Mod support was sketchy at best. With 1.03 we got something that was at least playable, but it still feels like a late beta.
You'll have to do better next time.
Fun while it lasted
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nexusno2000
- Sr. Colonel - Wirbelwind

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Fun while it lasted
Green Knight
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IainMcNeil
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Re: Fun while it lasted
If you are interested in seeing what is coming next we are recruiting betas for upcoming content and feature changes. Mods tend to take a while to appear so it is very early days 
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nexusno2000
- Sr. Colonel - Wirbelwind

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Re: Fun while it lasted
OK. I'll give a another, decent chance. Where do I sign up? Here?IainMcNeil wrote:If you are interested in seeing what is coming next we are recruiting betas for upcoming content and feature changes. Mods tend to take a while to appear so it is very early days
Regarding mod support: I wasn't referring to the number of mods currently available. I was thinking of the game's overall modability. I've tried my hand at converting the Tutorial missions into a mini 5-mission anti-rebel campaign and I had to do a lot of direct editing in the files. I would have liked to see more features in the editor.
Green Knight
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IainMcNeil
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Re: Fun while it lasted
You can sign up here:
http://www.slitherine.com/beta_test
The files make it a lot more flexible than it would be with an editor. If there are specific areas you'd like improved then feel free to give feedback. One thing I would like to do is have mod folders, which allow user to have mods running alongside the base game but I don't think its really that hard to create mods as it stands but maybe that's just me
Cheers
Iain
http://www.slitherine.com/beta_test
The files make it a lot more flexible than it would be with an editor. If there are specific areas you'd like improved then feel free to give feedback. One thing I would like to do is have mod folders, which allow user to have mods running alongside the base game but I don't think its really that hard to create mods as it stands but maybe that's just me
Cheers
Iain
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nexusno2000
- Sr. Colonel - Wirbelwind

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Re: Fun while it lasted
I signed up.IainMcNeil wrote:You can sign up here:
http://www.slitherine.com/beta_test
The files make it a lot more flexible than it would be with an editor. If there are specific areas you'd like improved then feel free to give feedback. One thing I would like to do is have mod folders, which allow user to have mods running alongside the base game but I don't think its really that hard to create mods as it stands but maybe that's just me![]()
Cheers
Iain
Working with the files directly is fast and flexible - if you know what you're doing. It took me quite some time to figure out how everything was connected.
Which brings me to my first point: some documentation would be nice. Kerensky made a nice one about map-making (the most important lesson was the editor shortcuts), but other than that each modder has to discover stuff for himself.
If you don't want to make a full .pdf manual at least make some sticky posts. Explain how campaigns.whdat ties into specific campaign files (such as 2ndwar.whdat) and scenario files. How the main strings.whdat ties into the briefing files and so forth. Another sticky could highlight how to successfully add new NPCs, and how to get them to appear in briefings. The use of triggers also need explaining. Just examples.
My second point is: not everything is easily editable in files. In particular I'm referring to linking scenario files to new avail-files. That requires me to edit the scenario files with a hex editor!
Generally speaking anything that requires synchronized updates to several files should have an editor tie-in. Example: You can always use Excel to play with the unit and weapon files, but the editor is nice in that is you change the name of a weapon, all the units with that weapon gets updated. Anyway; I'd like to see a briefing editor and a campaign editor. I can do it in the files, but it would be neat to have the functionality available.
Thirdly: the editor lacks functionality for unit specials. Editable in file of course, but still...
Just off the top of my head. More later.
Green Knight
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nexusno2000
- Sr. Colonel - Wirbelwind

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Re: Fun while it lasted
Four: like you said, the game REALLY needs some mod switching support. Mod folders would be great.
Five: the ability to affect global variables (either through the editor or through files). Play around with 'fixed' values, like XP loss from casualties, terrain bonuses, AI targeting priorities (I would dealy love to be able to make scenarios where HORDES of ork boz hurl themselves against my lines with no regard for their lives).
Five: the ability to affect global variables (either through the editor or through files). Play around with 'fixed' values, like XP loss from casualties, terrain bonuses, AI targeting priorities (I would dealy love to be able to make scenarios where HORDES of ork boz hurl themselves against my lines with no regard for their lives).
Green Knight
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nexusno2000
- Sr. Colonel - Wirbelwind

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Re: Fun while it lasted
Six: You REALLY need to get all those unit specials going (maybe not directly editor-related). The way they are written in the Beta forum is very promising - you should implement more of it.
Green Knight
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