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Moderators: firepowerjohan, Happycat, rkr1958, Slitherine Core

rkr1958
General - Elite King Tiger
General - Elite King Tiger
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Post by rkr1958 »

Happycat wrote:
joe98 wrote:What is the point of having a lot of mods?

For 2 players to play they have to have compatible versions of the game!

More mods means more chance of incompatability.

Games with a lot of mods have fewer H2H players.
-
Hasn't been a problem for me so far. I am playing two PBEM's of CEAW (Mod) and that's about all I can manage, 'cuz I'm also playing THREE PBEM's of CNAW and another one of SC2. Plus trying to play King's Bounty-Legend Image

My point is that there are only so many hours in the day, so if you have two other guys you play with regularly, making sure you're all on the same mod should not be hard. The hard part is remembering to check in with the real world occasionally. :)
When playing several PBEM games at once do you ever get mixed up and send the wrong PBEM file? (e.g., CEaW PBEM when you should have sent a CNaW PBEM file)? Have you ever done it two days in a row? :oops:
nigel_ht
Private First Class - Opel Blitz
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Post by nigel_ht »

rkr1958 wrote:
nigel_ht wrote: Yah, but two modders on one project a community doesn't really make.
Jump in. Depending or whether you count me or not that's a 25 to 33% increase!
Yah, I posted my manual modding notes on the Freeverse forum but on the Mac we don't even have the broken (for me) editor.
rogerbacon51
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Post by rogerbacon51 »

gravyface wrote:I think the issue is the game editor: it's esoteric and clumsy and primitive. Until it's in the same league as something like Strategic Command 2's game editor, you're not going to see nearly as many mods.
Unless you know Java. :)

I now list this game as the thrid most moddable game EVER after Civ IV and Starfleet Command.
gravyface
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
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Post by gravyface »

rogerbacon wrote:
gravyface wrote:I think the issue is the game editor: it's esoteric and clumsy and primitive. Until it's in the same league as something like Strategic Command 2's game editor, you're not going to see nearly as many mods.
Unless you know Java. :)

I now list this game as the thrid most moddable game EVER after Civ IV and Starfleet Command.
...and have a decompiler, and have no qualms about reverse-engineering the game?
rogerbacon51
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Post by rogerbacon51 »

gravyface wrote:
rogerbacon wrote:
gravyface wrote:I think the issue is the game editor: it's esoteric and clumsy and primitive. Until it's in the same league as something like Strategic Command 2's game editor, you're not going to see nearly as many mods.
Unless you know Java. :)

I now list this game as the thrid most moddable game EVER after Civ IV and Starfleet Command.
...and have a decompiler, and have no qualms about reverse-engineering the game?
All in the interests of education. I bought the game two days ago and looked at the text files that had unit costs and values in them. I saw files that said eng_* Ger_*... I thought those were teh values for the UK units, German units, etc. Well, I quickly found out that those were just language translation files and that all nations used the same values for their units. I thought, "That sucks". I almost deleted the game from my hard drive (yeah, I'm like that sometimes) but then I saw the game was written in Java. Far from my favorite language normally bu this time I was greatful. Suffice it to say, two days later I have Axis units and Allied units that use different values now. I originally wanted to do it by country, and still may, but for some reason the string "Germany" was not recognized as being the nationality of German units. It's probably a case-specific thing. Instead, I just used the int value for axis units (100, by the way. Allied are 200).
I plan to make units go above size 10 using the furmula 10 + exp/20. Sort of like Panzer General.
I need to change some routines in the combat section though. There are some arrays that go to 30 and I need to raise them to 60 to accomodate the extra attacks a size 15 unit cound make. Right now I have a problem of the little free decompiler I downloaded can't do the game.class file since it is too big. All of the other files are OK though.
gravyface
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
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Joined: Sat Mar 22, 2008 2:02 am

Post by gravyface »

rogerbacon wrote:
gravyface wrote:
rogerbacon wrote: Unless you know Java. :)

I now list this game as the thrid most moddable game EVER after Civ IV and Starfleet Command.
...and have a decompiler, and have no qualms about reverse-engineering the game?
All in the interests of education. I bought the game two days ago and looked at the text files that had unit costs and values in them. I saw files that said eng_* Ger_*... I thought those were teh values for the UK units, German units, etc. Well, I quickly found out that those were just language translation files and that all nations used the same values for their units. I thought, "That sucks". I almost deleted the game from my hard drive (yeah, I'm like that sometimes) but then I saw the game was written in Java. Far from my favorite language normally bu this time I was greatful. Suffice it to say, two days later I have Axis units and Allied units that use different values now. I originally wanted to do it by country, and still may, but for some reason the string "Germany" was not recognized as being the nationality of German units. It's probably a case-specific thing. Instead, I just used the int value for axis units (100, by the way. Allied are 200).
I plan to make units go above size 10 using the furmula 10 + exp/20. Sort of like Panzer General.
I need to change some routines in the combat section though. There are some arrays that go to 30 and I need to raise them to 60 to accomodate the extra attacks a size 15 unit cound make. Right now I have a problem of the little free decompiler I downloaded can't do the game.class file since it is too big. All of the other files are OK though.
Interesting... how'd you compile it?
rogerbacon51
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Post by rogerbacon51 »

gravyface wrote:
Interesting... how'd you compile it?
DJ Decompiler. It also compiles but you can always use the command line javac.exe to compile.
http://members.fortunecity.com/neshkov/dj.html
gravyface
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
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Joined: Sat Mar 22, 2008 2:02 am

Post by gravyface »

Yeah, I think I tried that but couldn't get it compile (had the wrong path, but I've only done a bit of Java and that was years ago). Can you post up a tutorial?
rogerbacon51
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Post by rogerbacon51 »

gravyface wrote:Yeah, I think I tried that but couldn't get it compile (had the wrong path, but I've only done a bit of Java and that was years ago). Can you post up a tutorial?
The trick for me was setting the compiler to use java 1.4 instead of the default (current) 1.6. After I did that it compiled and worked fine. (It compiled before but the game would hang on load).
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