Sid's Place

Develop, collaborate, test and share new maps
choobacca
Posts: 190
Joined: Wed Jan 24, 2007 7:46 pm

Post by choobacca » Fri Apr 06, 2007 4:45 pm

Mods could be released separately from maps, but unlike CIV4 and other games, the maps have to make use of the mods. I released Eilelwen's and Ozob's AC4400, but people had trouble and are still having trouble getting them to work in maps of their choice, or double-heading engines, and the like because of the XML editing involved.
This game is great in that you can have whatever mods you want in your map. But it is the map-maker's responsibility to include all the necessary resources for their map, or it won't work and just turn off users like G3mInI and others.

Our next map will have >100MB of custom content in FPK files, and I plan to release many installers so map-makers can make use of the mods they want to use. But also an installer to add mods to a user-specified map in their _SCENARIOS_ or UserMaps folders. The idea is to eliminate all XML editing by mods and maps users.

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Tazz
Posts: 37
Joined: Wed Aug 13, 2008 12:24 am
Location: Barrow, AK

Re: Sid's Place

Post by Tazz » Fri Aug 22, 2008 6:08 am

Added Installer and SAM version to first post.

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