[eINFO] Keeping it Modular

I want to create a general consensus on how to add features and content so that we can have most mods running together.

Any new modders should read Heavenfall's comments on all posts. He explains this in great detail in almost every post. 

 

But Basically:

-Even if you don't want to make a mod for everyone else, at least upload your assets to the mod section so others can use your art and such for other projects.

-Balance everything you make. New modders will be tempted to make "epic" mods. But if your new Paths and Items are too powerful, it will make them undesirable for the rest of the community. The mod section is a great place to get feedback on how your are doing with balancing. Balance is the hardest part of modding... besides making unit art.

-Make sure you describe exactly what your mod does. Save us the time of going through every line of your xml to see what is going on. 

-There will probably a few major mods that work really well together. Since most everyone is going to use those, try making some added content and features that specifically improve those mods. Adding a new class or more loot to the random pool is a great way to start modding. When you do make a mod that is designed for another mod, make sure to label it as such and tell us whether or not it is also usable with the vanilla.

-On that note, label whether or not your mod is incompatible with any other mods. 

-Further down the road, your mods may get noticed by the veteran modders. The more work you put out there, the more likely a larger scope community mod is to be made with your help. 

 

(The game is still in beta 1, but once beta 2 I expect people will want to get involved in modding. I am happy to answer any questions new modders have.)

 

2,526 views 3 replies
Reply #1 Top

May I suggest that someone make a "floris" type mod; an aggregate of all other major mods compiled into one "seamless" collection. 

 

Also, please define assets; do you mean unique work not available through the game? i.e. ravenx's skins, your new tiles, heavenfall's everything? Or anything not vanilla? As in simple content mods that anyone can make?

Reply #2 Top

I don't know that I agree with this part:

 

-Balance everything you make. New modders will be tempted to make "epic" mods. But if your new Paths and Items are too powerful, it will make them undesirable for the rest of the community. The mod section is a great place to get feedback on how your are doing with balancing. Balance is the hardest part of modding... besides making unit art.

 

It's single player so balance should be optional. Master of Magic was far from balanced, and it is a classic.

Reply #3 Top

I tend to agree with seanw3 on the matter of balance for modular mods. The idea of having modular mods is that you put many small parts together and they make an awesome whole. But if everyone balances all over the scales, the end result is just many pieces that stand out when you play the game. It is as important to create fun gameplay as it is to create awesome content. A dragon-riding paladin-assassin-berzerker earth elemental of the seventh divine plane may be awesome to play, but is it going to be fun more than once?

All I'm saying is that it is wise to balance your mod with the duration of its installation in mind. If you want an awesome one-off experience then throw balance out the window. But if you want to make a mod that's going to be installed forever, then I'd suggest balance.