A Plea for Global Modding
Posted: Mon Dec 20, 2010 7:28 pm
We recently visited the subject of sound mods. Wav files are typically large. A sound mod can be several mb zipped. If I have a sound mod, I only want it once in one location.
People designing campaigns don't want to have to fiddle with a lot of files if they can avoid it. Merr and I and others have been working on bonus and action mods and new units. I\we can can package those bits and pieces up and share them but then the other person has to figure out what they need out of the files and where to put them in their campaign.
You won't let us put a mod in the base game. I don't see why having different sounds would cause a MP cheat warning. I don't see why having a Japanese tank on my csv would effect a battle in France.
For the game to go forward with modding, we need a way to store Objects, Sounds, Units, Terrain, Bonus, Scripts, etc. outside of the user campaign folder.
Thanks for listening.
People designing campaigns don't want to have to fiddle with a lot of files if they can avoid it. Merr and I and others have been working on bonus and action mods and new units. I\we can can package those bits and pieces up and share them but then the other person has to figure out what they need out of the files and where to put them in their campaign.
You won't let us put a mod in the base game. I don't see why having different sounds would cause a MP cheat warning. I don't see why having a Japanese tank on my csv would effect a battle in France.
For the game to go forward with modding, we need a way to store Objects, Sounds, Units, Terrain, Bonus, Scripts, etc. outside of the user campaign folder.
Thanks for listening.