Best mods for company of heroes 28/23/2023 ![]() Pretty sure they didn't expect anybody to actually come up with the script extenders, but they were directly result of Bethesda tossing the modified dev tools at the unwashed masses. As in, create new content for it, or modify the existing. And so on so forth for sound, visuals, and everything else.īethesda's Construction Kits were released precisely to allow people to mod their games. If you create completely new models and rigging, you modded it. If you design a new texture to go over their mesh, you modded. If you change some unit's stats, congratulations. I think we're running on completely different wavelengths here. Now tell me what special tools for modders did Relic promise? If you think this tool was made for modders then the same thing can be said about COH's World Builder, or any other game design tool from any other game company. It's not a dedicated tool made for modders. They use it themeselves for making their games. The construction tool is their own game design tool. The script extenders were written based on the official tools. What the hell are you talking about, Bethesda either bundled modding tools with the games themselves, or made them available relatively soon afterwards:įor crying out loud, that's what Bethesda is known for. Originally posted by Shpongle:Bethesda didn't make dedicated tools for modders, again the modders made it themselves, but what Bethesda did with their latest game is make the connection to users much simpler through the workshop. Workshop is being intergrated into the whole process, allowing for easier access to users. Now I'm following the progress of COH2 and it looks like the modding support is going to be bigger and better. Bethesda didn't make dedicated tools for modders, again the modders made it themselves, but what Bethesda did with their latest game is make the connection to users much simpler through the workshop. id didn't make dedicated tools for modders, the modders themselves created the tools. I have no idea about the dedicated tools promised for COH1, but the community has made some of the best mods for that game (I'm sure you agree with me about this). Modding is coming to COH2, whether Warlord and Sheepify like it or not :Dĭid the existing modding tools ever get finished for COH1? I remember tons of promises and the community just making their own tools because Relic never got them out, or never past any alpha stage. User-made maps from the workshop were the first stage, and modding is next. We were surprised at how much the original game ended up being modded by the community, and we’re going to see what we can provide for them in the future as well." "QD: We’ve got a plan for long-term support for this game, which would include our content and community tools and that kind of thing to be able to distribute out. Originally posted by Shpongle:oops I forgot the most important quote from that interview: We're likely to see a few good mods within the next three months if we want them, and byt hat time Relic will most likely be ready to deal with Workshop. The game is only just now 6 months old, which is just about enough time for a good Mod Team to seriously crack the code and learn how to manipulate it for their needs. The reason why Companyof Heroes 2 doesn't have serious mod support yet is because Relic are trying to work through Steam Workshop, but have no experience with it. All game patches for all games will break mods that change or override the core code for a game.įurther, Company of Heroes 1 still has a thriving mod community who continue to put out massive undertakings with direct support from Relic. There is not, nor has there ever been patched in code with the expressed purpose of breaking mods for that game. There are at least four major mods for Dawn of War2, one of which significantly changes core elements of gameplay. You don't know what you're talking about and you're lying through your teeth.
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