So, you want to make a new mod...

 
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sufjanfan
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PostPosted: Sun Jun 20, 2010 9:33 pm    Post subject: So, you want to make a new mod...

Exclamation FREEZE! DO NOT MOVE. You may have just come up with the most brilliant ideas for new civs. You may have just written out perfect unit and tech trees for new civs. You may have just developed a list of stunning maps to add to your mod. DO NOT OPEN A NEW THREAD. And why not? Here's a few things to consider:

Arrow Many, many different people have come up with ideas for mods and posted them here. There is a flood of threads opening up. You probably think yours is special and original, but it probably isn't.
  1. Almost all civs that are relevant or have enough information available have been made in other mods.
  2. Many relevant map locations have also been covered.
  3. A lot of stuff is actually impossible. Take a peek at this.
  4. Here's the biggie. New units, techs, and civs do not make a mod interesting. New gameplay concepts do, such as the multiple Italian villagers, the Swedish ability to discover mines, etc.

Arrow Mods require much more work than conceptualizing. Every individual new civ, AI, map, unit, tech, building, native, lighting, UI, gameplay addition, etc. must be coded seperately and possibly drawn. This is an overload of work requiring a good team and time.
Arrow Good teams are hard to come by. The community is currently pretty short on texturers especially. So unless you can do all this work in decent time, you'll have trouble finding helpers.
Arrow Major mods take years to complete. After all this time, team members can leave you and you can become demotivated yourself fairly easily. Most mods flop extremely quickly after starting.


Now, don't take it too hard. You're probably thinking, "I have a great idea but this guy is basically telling me I'm going to fail." If you're wondering what to do now, here's a few different ideas:

Arrow Help out with another mod. Lots of mods are looking for more team members, and this will give you experience in the art. You can go learn and come back to make your idea another day.
Arrow Begin work on your mod. Don't post a thread until you have something accomplished (preferably some texturing) so you can actually advertise something. People are more willing to join a mod with some decent stuff to show.
Arrow Forget about it. You can still have fun playing other people's mods and good ol' AoE3, right? Smile

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arcalion
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PostPosted: Sun Jun 20, 2010 9:52 pm    Post subject:

Mr. Green i read the list of no-nos modding...... the only that cant understand were:
"You cannot make a new market work properly".......
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Tilanus Commodor
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PostPosted: Sun Jun 20, 2010 10:02 pm    Post subject:

Good thread, more than overdue! thumbs up!

You might redo the formatting and emphasize the very important passages. For me there are too many colours and too less emphasized keywords. Wink


I might come back to this and try to give it some final appearance.

Stickied.
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sufjanfan
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PostPosted: Mon Jun 21, 2010 5:04 pm    Post subject:

Edited a little.
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Lord Tahattus
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PostPosted: Mon Jun 21, 2010 9:39 pm    Post subject:

ok, now get back to work, sufjanfan.
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masskiller
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PostPosted: Mon Jun 21, 2010 10:12 pm    Post subject:

Good thread indeed
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Meister_Wolo
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PostPosted: Wed Sep 15, 2010 3:25 pm    Post subject:

The best threat in this board Smile After i read the thread of the second end of this tfn mod. What are these people thinking? Sufi you are absolutely right! I hope every new one find this thread and is able to realize what you suggest.
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Harkimo
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PostPosted: Wed Sep 15, 2010 6:53 pm    Post subject:

Hey, I like new buildings still lol
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arcalion
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PostPosted: Thu Sep 16, 2010 10:58 pm    Post subject:

Confused TFN end? not again with this
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