Need Opinions from fellow modder enthuiasts: Make an Add-On or a Completely New Mod?

Should I make an Add-On, or ModPack?

  • Make an Add-On

    Votes: 2 33.3%
  • Make an entirely new ModPack

    Votes: 4 66.7%

  • Total voters
    6

Grave

1 Goat = 400 Horses
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I'm in the process of working on an Add-On mod for Sevomod, once he releases it for Warlords.

While working on this add-on, I've come to the conclusion that this mere Add-On is going to be huge, in terms of scope, with so many new incorporations and concepts, that I could probably release it as an entirely seperate Modpack.

My question to you, fellow enthuiasts, is would you rather see me make another Add-On for Sevomod/Warlords like I did with Sevomod v2.9z (in my sig), or come up with an entirely new Modpack that's not dependant on another Mod for primary content?

Just looking for opinions here... if you vote, please take a second or two and post why you made the decision you did.

Thanks in advance!



Grave
 
I'm unwilling to say either. If it's going to be really huge, it deserves its own mod, and you could still provide it as an add-on for Sevomod at the same time.
I think it really depends on what sort of content there is. If it's similar - add-on. Different - Modpack. Similar but huge - both. But ultimately it's your choice ;)

Can I say 1/2 and 1/2, then?
 
I guess it would depend on if you are using the exact same of alot of files from sevomod then make a add-on, otherwise a new mod.
 
I say if its just a few add-ons, no matter if its a huge add-on, then same, if its adding NEW civs/building/units/ etc then make a different MOD and just reference that you made it from SEVO and pay credit where credit is due.
I say start now under Warlords, and get a jump on everything. Then THEY can do an ADD-ON for YOURS!!
 
strategyonly said:
I say if its just a few add-ons, no matter if its a huge add-on, then same, if its adding NEW civs/building/units/ etc then make a different MOD and just reference that you made it from SEVO and pay credit where credit is due.
I say start now under Warlords, and get a jump on everything. Then THEY can do an ADD-ON for YOURS!!

It's alot more than just adding buildings/civs/units/civics, etc. While there is alot of that, there's alot more content that I'm also working on. Gameplay mechanics... stuff like that. Now that I have a basic understanding of how the SDK works, it really opens the floodgates on what I can do with this game!

If I do make it an add-on, I'm right to the point where I'm at a work stoppage until Sevomod/Warlords is released. If I decide to press on and make it a seperate Modpack, I'll just keep working on it and release it when I'm done.

Thanks for the input!
 
If you are making new mechanics that don't require, or don't need to require, any sevomod files then most definetly make it as standalone. People can then use it for sevomod if they wish, but others will also be able to use it even if they don't play sevomod.

Definetly standalone if its possible. :)
 
GraveEatr said:
It is possible... and I am working on it as I type this. :cool:

Very good to hear. :band:
 
It's coming along nicely... right now I'm just working on merging the various ModComps that I want, compiling the C++ files, python screens, etc.

After that phase is complete, I'll start working on the buildings/units/techs, etc, and fine tuning it by adding my own personal touch to "tie everything together".

If all goes well, this could be a nice little Mod. Better than my previous work before it. :)
 
If your going to do SDK moding and include a custom DLL in addition to XML files then I would think that will constitute a seperate mod as its likly the SDK stuff will make it incompatable with the SevoMod Dll (unless you and Sevo cordinate and share code to maintain compatability).

This also gets me thinking of Vanilla/Warlords issues. When I was porting some of my vanilla XML files to WarLords I found it was easier to just modify the Schema to make all new WarLords tags optional rather then actualy modifying the file in question. If someone were to modify ALL the relevent schemas and placed them in CustomAssets it would seem you could run Vanilla XML files with a WL Dll or WL XML files under a Vanilla Dll (ofcorse all the new WL tags would be ignored in this case). This could allow a moder to maintain only a single stash of XML content files and yet alow vanilla players to get in on the action by providing them a simple vanilla Dll patch. Or have "Base Mod" which is without a DLL and 2 seperatly downloadable Dll's and player combine them on their own.
 
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