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GShock
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Can i say something about the mods?

Tue Oct 23, 2007 8:09 am

With the release of the brigades mod, we have a new one: generals mod, weather mod, brigade mod, manpower mod...and who knows how many more?

I've experienced something like this before in Silent Hunter 3. I was tasked to form up a team, I listed and contacted about 40 modders to assemble it. I got in touch with all of those whose works were complete and did not intend to mod further to ask for permission to include their job into ours...then I was given power over our private boards where the engine formulas were revealed to us by a member of the ubisoft Dev team.

1 Month later, the real U-boat mod was born. I left the team at the times of V 3.0 and we were having about 25.000 Downloads per week. ;)

Since the mods here are starting to be many, there is no real installer, files overlap, some have digital dl versions which could go screwed...i wanted to ask why, the 3 users haunting these boards, and whose level is serial modder haven't thought yet to merge into a team, gather all mods out into a single megamod and release V after V.

Why? What are you waiting for?

Just a simple question. :)
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runyan99
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Tue Oct 23, 2007 8:21 am

There hasn't been any teaming up to make a Super Awesome Mod, but the modders ARE borrowing aspects from other mods and using them as needed.

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Rafiki
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Tue Oct 23, 2007 9:06 am

There is one problem about combining everything into one Super Awesome Mod; with many small mods, people can pick and choose which ones the want to use ("I'd like some brigades with some harbors on the side"), while with a Super Awesome Mod, it can easily force people to make use of modded parts they'd rather do without. On the other hand, many small mods provide complexity and a danger of one mod getting in the way of another. Definitely something worth discussing, IMHO :)

That said, it is a fortunate community to have such dedicated modders that their churning out mods at an amazing speed becomes a "problem". My hat off to them, and beer in their glasses on me Image
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Clovis
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Tue Oct 23, 2007 5:43 pm

I've for my own integrated some of the other mods in my own ( leaders, weather when it was a mod, Jagger's cavalry system). I'm evaluating each mod coming in order to see if it fits my own needs.

My own work is equally at disposal for anyone.

But a super mod is for now impossible for 2 reasons; first, because we don't agree on changes to be made; secondly, because we're yet trying to figure if changes made are really historical and balanced for gameplay purpose.

One day maybe... :niark:

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McNaughton
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Tue Oct 23, 2007 9:06 pm

I will chime in my opinion on the matter. A 'super mod' may not necessarily be the 'best' option, primarily because of the issues and aspects it creates. Primarily, there are always those who don't agree with a particular aspect of the 'greater mod'. Their concerns are vetoed by the 'masses' in the mod, and possibly by the community. Who decides which artillery method is used? Many have modded artillery with a similar result, but using different means. Which is better? Is there actually a 'better' to be chosen, or are they just different?

Like Clovis, and others, I took parts of other mods, may take other parts of other mods based on my own sense of if it works or not. Maybe I like a particular idea, maybe I do not. That doesn't mean that the idea is right or wrong, but a matter of opinion.

Realistically, I figure that most mods will encompass the Leader Mod to some extent (given personalized changes). Also, other bits and pieces of some mods may be found in others (such as Clovis' new troop recruitment system) may be implemented with others excluded (due to personal taste).

I am thinking of modding modules, to be easily applied from my mod into another mod. Take my AI general and armies events, I plan to put them in one event file, for other modders to use at their whim (without having to use too much, if any, of the other parts of my mod). If they like that aspect, they can use it.

In the end, you will probably find 3-4 separate mods, with a lot in common, but, enough difference to get a specific feel to the game. I put a lot of effort into tracking down historic starting orders of battles (adding and removing forces, and putting leaders and units in historic places) which may be appealing to others, or it might not.

Each mod has its focus, mine is revamping brigades to get 'real numbers' of regiments and historic troop numbers for them. In my mod, a brigade is 'larger and more powerful' than in the basic game (with the average being 4 regiments per brigade, instead of 2 regiments per brigade). That is my mod's focus. Other mods focus on different things, but are not necessarily mutually exclusive.

Jagger has an idea to correct manpower by reducing numbers, I have the idea to correct manpower by increasing attrition. Both get the same results, but, the process and game experience is different.

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GShock
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Tue Oct 23, 2007 11:23 pm

The game is historical, and it's a simulation. That said, i find it hard for anyone, be it player or co-modder, to decide to rule out from "super mod" Mc's taste for OOB. I take this as starting example to link what all modders would love to use.

Let's see something instead where there's disagreement on method (and note already there's no disagreement on need to dev this thing):
If MC wants to rule the manpower via attrition while Jag wants to do it by reducing numbers, what matters is the goal, and the 2 of you could agree to split tasks and arrive to the goal through a compromise. (these are not always possible so let's examine option 2 in the worst of cases)

Option 2, MC could decide to let in "super mod" Jag's solution to focus on something else...once Jag's job is done, Jag will test MC's "something else" with him and you can see pretty well that on one side they both save time, on the other side their coordinated effort generates a beta session on a single set of files which is most likely to produce reliable data to further tweak.

Ultimately we get a supermod with jag's manpower model applied to mc's historical oob and bde mod. See where i'm going? It's 1 mod, not 2 and it's 100% more accurate (and easier to dev) because it comes from the eyes of 4 serial modders rather than just 2.

I see at least 4 modders out there each going independently and my personal idea is that if these 4 peeps agreed to cope together, split tasks and make a "joint venture" all the community would benefit...from the publisher to the newcoming player. :)

@Rafiki: Nothing prevents anyone from dl and playing a mini-mod.
Still...if we attained those 25k DL per week (for months!) that wasn't a coincidence.
There are results u can't reach without teamwork. :)
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McNaughton
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Wed Oct 24, 2007 12:14 am

GShock wrote:The game is historical, and it's a simulation. That said, i find it hard for anyone, be it player or co-modder, to decide to rule out from "super mod" Mc's taste for OOB. I take this as starting example to link what all modders would love to use.


Coming from modding Paradox games, I can tell you that having many different mods is a good thing, as ideas are shared, yet concept is different. Take HoI2. There is CORE2, Historical Realism Project, Stoney Road, etc. all that add a particular twist to the game. If they all merged, there would have to be some innovative ideas scrapped due to incompatibility.

Let's see something instead where there's disagreement on method (and note already there's no disagreement on need to dev this thing):
If MC wants to rule the manpower via attrition while Jag wants to do it by reducing numbers, what matters is the goal, and the 2 of you could agree to split tasks and arrive to the goal through a compromise. (these are not always possible so let's examine option 2 in the worst of cases)


This discussion between individuals results in a lot of time spent debating vs modding. In the end, according to your example, eventually one person will have their idea, and work, shelved. Why not allow both to develop in their own mods, so if someone doesn't like the idea of attrition, they use Jagger's mod, but if they want attrition they use my mod?

Option 2, MC could decide to let in "super mod" Jag's solution to focus on something else...once Jag's job is done, Jag will test MC's "something else" with him and you can see pretty well that on one side they both save time, on the other side their coordinated effort generates a beta session on a single set of files which is most likely to produce reliable data to further tweak.


This is how the current situation of modding actually works. Stonewall/Hancock/PBBoeye did all of the leg-work for the Leader Optimization Project (incorporated by most modders). Clovis is doing loads of research regarding the events calling for manpower (most likely to be incorporated by other modders, I know I am interested in his changes). Jagger is working on a PBEM scenario, to optimize the game for multiplayer (there are most likely ideas to be transferred over to other mods as well). I am working on specialized AI events to help it perform better and switch around generals in command. In a way, we are working on specific 'main projects'.

Ultimately we get a supermod with jag's manpower model applied to mc's historical oob and bde mod. See where i'm going? It's 1 mod, not 2 and it's 100% more accurate (and easier to dev) because it comes from the eyes of 4 serial modders rather than just 2.


However, the problem here is there is no mod for anyone who likes the idea of attrition, or the other ideas that were sacrificed in creating just one larger mod.

I see at least 4 modders out there each going independently and my personal idea is that if these 4 peeps agreed to cope together, split tasks and make a "joint venture" all the community would benefit...from the publisher to the newcoming player. :)


The larger that a mod gets, the slower it actually develops. The significant leg-work for my mod is done, I expect updates to be weekly/bi-weekly from now on. The events are generally tested, and the majority of 'creation' is done, it is primarily tweaking going on at this poing (that and starting other 'projects' to be incorporated such as a Victory Point / National Morale boost for specific missions and capturing specific cities on top of turn-by-turn VP).

To summarize, there is cooperation, and discussion going on between modders. While the end product is different, I can tell you that a lot of time and effort was saved by using parts of other mods (leader mod in particular, at this point).

Frankly, if anyone wants to use part of my mod, they can freely do so. Everyone else has stated this as well. However, that does not mean that anyone expects to use someone's mod as a whole, as there is not one way to represent history (plus there are some disagreements on some factual things, like wether or not L. Armistead should actually appear in game, since he was killed before he could ever command a force larger than a brigade...). Here, there is no real right or wrong, just your own personal justification.

So, in the end I doubt that there will be a 'mega-mod', but I do believe that the major mods out there will share a lot in common, but will also have significant differences to make each its own interesting choice.

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GShock
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Wed Oct 24, 2007 10:15 pm

Mc If you, Jag, Stonewal, Hancock, PBB and Clovis merged efforts, you would obtain more results than the sum of each of you separated will ever hope for.

Statistics talk by themselves, every game has more or less 5 major (good) mods and 50 mini mods.
Easy to count: the most played is the most downloaded...none of the mini-mods are the most downloaded.

Another coincidence?

More players = more feedback = better mod development = stronger bargaining power when requesting official patches.
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McNaughton
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Wed Oct 24, 2007 10:44 pm

GShock wrote:Mc If you, Jag, Stonewal, Hancock, PBB and Clovis merged efforts, you would obtain more results than the sum of each of you separated will ever hope for.

Statistics talk by themselves, every game has more or less 5 major (good) mods and 50 mini mods.
Easy to count: the most played is the most downloaded...none of the mini-mods are the most downloaded.

Another coincidence?

More players = more feedback = better mod development = stronger bargaining power when requesting official patches.


I have been a part of larger mods, and one of the reasons I stopped modding was that things worked at a specific pace, either too quick or too slow. If you get your stuff done early, you have to wait for others. If you don't have time to get your stuff out in time, then it doesn't get used until the next release, etc.

I found that this really confused things, and slowed down development. While I have only positive things to say about the people I worked with, the attitude of the mod users, who had overly high expectations, is what drove me away from 'high profile' modding.

I like the casual feel of modding that AACW has given me. No deadlines except for the ones I impose, and no comprimising ideas based on solving problems. For larger mods, the most innovative or interesting ideas are sometimes shelved due to internal debate and discussion. I honestly don't think a lot of the interesting ideas that have come out via individual modding and initiative would have arisen if modders were working together (thereby, some ideas are developed, some are shelved).

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Clovis
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Wed Oct 24, 2007 10:58 pm

I believe in craft and free market over corporation. The way we're currently working seems to be a waste of time and energy but we are totally free to try without having to convince rest of the modding group to do what we feel necessary. In the end, as for now we have avoided quarrels and copyrighting reflex I've seen so often in other tentacular mod efforts on another boards ( in the North of Europe by example...), the good ideas will remain and the bad will be removed.

An example: as much I find new unit structure and OOB in McNaughton work very interesting, I 'm more skeptical about battle values he modified. Working in the same team, we would be discussing about this for long weeks before releasing something. We're in reality currently about to see if these changes are really working as intended..... I largely prefer this way...

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Rafiki
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Wed Oct 24, 2007 11:02 pm

GShock, you make some good points, but I'll let the modders speak for themselves, as McNaughton is doing, seeing as I'm not among those you are addressing myself.

However, when you point to
GShock wrote:stronger bargaining power when requesting official patches.
I just have to say that I can't see any way that Pocus & team could be more forthcoming to the modders' needs and wishes and more willing to retrofit improvements made in mods back into the official game when the improvements prove themselves through (play-)testing and discussion. :)
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Clovis
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Wed Oct 24, 2007 11:11 pm

Rafiki wrote:GShock, you make some good points, but I'll let the modders speak for themselves, as McNaughton is doing, seeing as I'm not among those you are addressing myself.

However, when you point toI just have to say that I can't see any way that Pocus & team could be more forthcoming to the modders' needs and wishes and more willing to retrofit improvements made in mods back into the official game when the improvements prove themselves through (play-)testing and discussion. :)


I have to add the way AGEOD is coping with modding is simply perfect. Period. Mod aren't a sort of....tool to fully finish a product ( you see what I mean :grr: when your game will need 300 historical events to be build by the communauty to get something more historical). Mod aren't on the contrary amateurish nitpickers AGEOD can ignore, reserving patches to fix only bugs ( in a Medieval time....). We get attention by a so small society ... They can't review all the mods by lack of time but here and there they're using some corrections. They're introducing new tools, they're giving as much support they can with very limited ressources.

Simply perfect.

And from someone whose no one modification has been integrated in the official version :p leure: :p leure: :p leure: :grr: :grr: :grr: :bonk: :bonk: :bonk: :tournepas :tournepas :tournepas :niark: :niark: :niark:

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Pocus
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Thu Oct 25, 2007 1:57 pm

your mod is too 'comprehensive' so we would have to extract from it the aspects we are sure to want, one by one, and again, this demand time.
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lodilefty
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Thu Oct 25, 2007 2:37 pm

I see mods as mods. My choice what to use or not. In fact, I prefer 'smaller' mods so I can tune in on what I want. :sourcil:

I'm always a little worried when a mod becomes part of the base game, as I bought the game for what it was, and don't want it to become something I don't like.... :fleb:

Having said this, so far I really love the balance between 'mod' and 'mod built into base game'. I think Pocus et. al. are striking the correct balance!!! :coeurs: :coeurs: :coeurs:

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Thu Oct 25, 2007 6:12 pm

I just have to say that I can't see any way that Pocus & team could be more forthcoming to the modders' needs and wishes and more willing to retrofit improvements made in mods back into the official game when the improvements prove themselves through (play-)testing and discussion.


AGEOD has been fantastic. I have received every bit of access to databases that I have needed. Can't get any better.

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Clovis
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Thu Oct 25, 2007 8:04 pm

Pocus wrote:your mod is too 'comprehensive' so we would have to extract from it the aspects we are sure to want, one by one, and again, this demand time.


I was joking. My mod can live on his own... Libertad!! :king:

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GShock
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Fri Oct 26, 2007 7:06 pm

Clovis wrote:I was joking. My mod can live on his own... Libertad!! :king:


Everyone's mods can live on their own, but you see it's not a 50 member team, it's just 4 of you. I find it hard to understand how you couldn't cope all together or...delay releases. :bonk:

Anyway, i guess everyone made his point. There are good and bad sides around either path.

Some players will choose to download all 10, some others just one...and some others just none (i'll most likely take the 1st choice and contribute to all of them with feedback).

I've said statistics talk clear...in most games the modded players are more than the vanilla players and where megamods were built, these have the highest number of players.
It's not me saying it, it's the numbers talking by themselves. :)
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Clovis
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Fri Oct 26, 2007 8:27 pm

GShock wrote:Everyone's mods can live on their own, but you see it's not a 50 member team, it's just 4 of you. I find it hard to understand how you couldn't cope all together or...delay releases. :bonk:

Anyway, i guess everyone made his point. There are good and bad sides around either path.

Some players will choose to download all 10, some others just one...and some others just none (i'll most likely take the 1st choice and contribute to all of them with feedback).

I've said statistics talk clear...in most games the modded players are more than the vanilla players and where megamods were built, these have the highest number of players.
It's not me saying it, it's the numbers talking by themselves. :)



There's another real difference with some mod effort for other games: as is, AACW is fully playable, has a real historical flavor ( even if we're working to enhance that) and is graphically really satisfying.

Other games ddon't have such qualities...and mod are the necessary way to get some of the promises vanilla versions will never deliver..........

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McNaughton
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Fri Oct 26, 2007 8:51 pm

GShock wrote:Everyone's mods can live on their own, but you see it's not a 50 member team, it's just 4 of you. I find it hard to understand how you couldn't cope all together or...delay releases. :bonk:

Anyway, i guess everyone made his point. There are good and bad sides around either path.

Some players will choose to download all 10, some others just one...and some others just none (i'll most likely take the 1st choice and contribute to all of them with feedback).

I've said statistics talk clear...in most games the modded players are more than the vanilla players and where megamods were built, these have the highest number of players.
It's not me saying it, it's the numbers talking by themselves. :)


As Clovis said, mods for AACW are not to fix things, to get wrongs mended, but to add points of view and opinions to the game. The Leader Optimization Project is also an 'opinion' (regarding the L Armistead addition which I totally disagree with). Those other big mods almost always fizz out, or explode. Interest is lost, and since the mod requires loads of people to keep going, the end result is a mod with no further updates.

Take a look at the aformentioned Leader Optimization Project. Started by Stonewall, taken over by Hancock, then passed on to PBBoeye, and will be passed on to a newcomer (Runyan looks like the new C.E.O. of this mod). The mod still is 'alive' because it is small enough to keep going even if 100% of the staff 'disappears'.

Modding is not a numbers game, my goal isn't to get as many people to download it as possible, but, to put forward a version of the game that I perfer, and maybe a few others. Pleasing the masses (i.e., to get the most to download your particular mod) usually results in a sub-standard product.

That is why reality television sells big, even though it isn't a great product, the quantity of people who are willing to watch it are significantly higher than a very good quality television show that only appeals to a certain few (which Fox inevitably cancels anyway). Numbers, and ratings, don't mean that the product is necessarily the best.

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GShock
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Sat Oct 27, 2007 9:06 am

McNaughton wrote:As Clovis said, mods for AACW are not to fix things, to get wrongs mended, but to add points of view and opinions to the game.


That is entirely correct, however, most of the times mods also "fix" things left unchecked by DEVs. Some games for example, and i speak about FPS were brought to a different level of realism (i.e. BF2 or ArmA) by the use of Mods. The opinions of mod teams and their modded files have brought these games to a new level of exploitation of the potentials of the engine and each player has chosen WHERE to go with his original game.
In the FPS case, DEVs choose to keep a strong arcade component but leave the window open for such modifications so the simulation freaks (like me for example) can switch from vanilla to mod, rather than buy a whole different game with such orientation. Mods do more than just add the modder's personal opinions. Much more...they directly affect the whole community and management with the increased sales deriving from the improvement in the game's longevity.

McNaughton wrote:The Leader Optimization Project is also an 'opinion' (regarding the L Armistead addition which I totally disagree with). Those other big mods almost always fizz out, or explode. Interest is lost, and since the mod requires loads of people to keep going, the end result is a mod with no further updates.


I can relate to those projects i directly worked in. SH3-RUB came with 4 major releases and a total of 20 minor releases. It only ended due to the release of SHIV. Another mod team arose and built a different megamod (much bigger in size since it contains textures) but i didn't check that out as it's totally german. Both mods numbers exceed the total vanilla users at present day...i mean if SH3 is still being played and sold it is because of these mods and not because of those hundreds mini-mods (which are also contained within when deemed valuable by the mega-mod teams).

McNaughton wrote:Take a look at the aformentioned Leader Optimization Project. Started by Stonewall, taken over by Hancock, then passed on to PBBoeye, and will be passed on to a newcomer (Runyan looks like the new C.E.O. of this mod). The mod still is 'alive' because it is small enough to keep going even if 100% of the staff 'disappears'.


And doesn't that tell you that the mod was and is successful enough not to be abandoned? Once you've used it into another mod, that tells me that Stonewall worked on a mod which is merged into Runyan's work. Even if you can't see it because Stonewall "retired" or moved to another mod...it's exactly like Runyan and Stonewall have already merged into a mod-team. :)

McNaughton wrote:Modding is not a numbers game, my goal isn't to get as many people to download it as possible, but, to put forward a version of the game that I perfer, and maybe a few others. Pleasing the masses (i.e., to get the most to download your particular mod) usually results in a sub-standard product.


I totally agree with you and if you read carefully above, it's what i just said. Mod can focus on some aspects the game neglected in the planning phase...in the case of AACW though, this is not a arcade vs simulation contest...it's all a simulation. DEVs want that, players want that, Modders want that...in this particular environment the DEVs already introduced mod modifications inside the vanilla game. That's more than a "hint" to me. It means everyone is synchronized on the same goal and joining efforts would only help this process.
As of the numbers, and i repeat, especially in this particular environment where all players aim for that, i think DL numbers would totally support the fact that your ideas were right. :)

McNaughton wrote:That is why reality television sells big, even though it isn't a great product, the quantity of people who are willing to watch it are significantly higher than a very good quality television show that only appeals to a certain few (which Fox inevitably cancels anyway). Numbers, and ratings, don't mean that the product is necessarily the best.


Not necessarily of course but numbers have their meanings.
I speculate on the potential achievements by looking at the components. You and the others have the same goals but different ways to achieve them...and i don't see any of you wanting to build a reality show...i see you all moving towards the good quality television show ;)
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