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Modding is a process
Published on April 25, 2009 By Zyxpsilon

It simply doesn't matter what you want or do, it all comes down to this important first step; unless you know exactly what the game is all about, you'll never figure out the essentials.

Where to begin? Principles, features, concepts, manuals, tutorials, forums, other mods?

NONE of the above, baby.

Play the thing, once - twice - beyond and -- again. Still don't get it, do you? Too bad, start all over. Victories & Defeats aren't the last screens you'll ever see if you're serious about modding YOUR stuff, your way.

Here's an excerpt from the Readme.txt file(s) *i always type before zipping any of my mods* if you've never took the time to consult it, because it reveals an important reasoning;

I'll be honest on the outright; raceconfig, customracexml, opponent, data under mod dir,
gfx under root dir, My documents path, relative install folders (variable settings for each users), totalgaming.net, Stardock central, saved and loaded, modified or replaced, added or activated, use or not... it could all get confusing if you ask me.
So i tried real hard to understand the whole process and "ambiguous" standards. No such luck at first. Took me quite a long time, but not without some helpful resources, namely;

Proper CREDITS where and when it's due;

Got that? Bothered enough? Boring, isn't it?

I am nothing. Everything i create, everything i decide, everything i edit in multiple files... is a direct result of some dev_staff work at StarDock. Some people wearing sun-glasses under fluorescent ceilings, grey-matter firing neurologic patterns gained through C++ mastering (and, much more!), indenting columns and pages of uncompiled wonders of the intellect. By experience, by knowledge, cuz it's THEIR jobs to deliver a bug free executable.

That plays you, that knows what to do, that goes into labyrinths of complex but still simulated events, that even outsmarts the noobs or/and the millionaire scorers of the Metaverse.

It is an RTS (TBS, really - are you absolutely sure?). Know the turn. Know what it means to watch an AI or more compute consequential activities. Know when to click. Know where to look for mysteries and micman (Micro-managing) help already built-in. Know the mathematics of efficient Galactic conquest. Know the conditions, the limitations, the informations.

Simply Know or just shut up when you aren't sure what to say. Thinking is Knowing. Beforehand. Constantly.

I only fiddle with a few features, adapt some elements, provide an alternate gameplay context. I have to take hardwired decisions (at the risk of completely destroying balance, btw) based on solid instinct (at my age, you start to understand what gaming is). and aiming to create new challenges for players. Who, as a result, no longer know the game!!

Too bad, you HAD to before even daring to step into my tricky stuff.

2- How to decide what 

 

20 Views
Comments
April 27th 2009, at 11:48 PM

The point of this thread is ambigous.

Usually complaints/issues start as follows

Intro to point- What is is and why it is so important that you express it

Story about point- What started this crusade. Also, to create browie points with audience

Conclusion- What should we do about it?

 

This appears to be advice, with a vague submessage that you feel the community are all noobs...

You may not get points for what you said but you did say it rather colorfully.

April 30th 2009, at 2:35 AM

This is simply an on-going experiment to share my thoughts over what it takes to create MODs for GC2 expansions... i will step in much MORE complex descriptive elements as i type along;

2- How to decide What.

3- Which Files & Why.

4- Graphics & Context.

5- Tech trees

6- PI, SP, GA, TG on surfaces

7- Resources

8- Calculating solutions over gameplay

9- Testing, proofing, validating choices

10- AI

11- Packaging & Distributing

...or more, btw.

I have a life aside from publishing Articles on a blog, it may take awhile but once i'm through even such "advice" will never register with anyone else but those willing to tackle the process of modding for noobs, community or players interested.

May 4th 2009, at 8:18 AM

Interesting idea and writing style, but I have to agree there's an undercurrent that everyone but you are noobs who can't see beyond the end of their noses.

I think you should also compile all your 'topics' into a wiki page on modding so that people don't have to spend ages trying to find them in the whirlpool that is the forums.

May 5th 2009, at 3:45 AM

Blog articles are posted in *some* Forums by StarDock, not me.

I was a noob, granted.

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