Petroglyph Games has opened a new forum section at their Official Forums called Petroglyph Asks You. They'll use that forum to collect your ideas for Universe At War and any future games and expansions. That section started in a lovely way with the topic Modders! We want your input. They want to collect feedback from modders to make the game better moddable than Forces of Corruption. Here's driphs's words on this issue:
Alright, time to kick off the first question. This one is for the modders.
What would you like to see from us to support the Universe at War modding scene? What tools are you looking for, what would make your jobs easier?
What would you consider to be the upsides and downsides of modding EAW/FoC?
For those of you with experience modding other titles, have any of them stood out as being especially supportive regarding toolsets, ease of use, and so on?
So, what do you feel confortable and unconfortable about your experience of modding Empire At War? What kind of tools and tutorials or guides you expect from them? How is your experience on modding other games. What should be done to make Universe At War a modding friendly game? Share your thoughts with us.
A SDK, if needed, should be part of the retail game at the initial release. It should include all the standards like max importer/exporter, script tools, model viewer, etc. I include importer because for some new modders, it helps to see how a model is put together & rigged. As far as the issue of custom model stealing, they could go the route of Star Trek Armada, where the importer would only import stock models.
As far as editing units, I find EaW to be pretty easy, and think UaW should follow pretty close to that as possible. A LUA editor, script editor, hell, any editor they could include to cover the harder aspects of the game would be hugely beneficial as well as greatly appreciated by all of us.
Unrelated to modding I think, but I hope the battles are more open. As in more closer to CnC than the current EaW setup. I didn't like the restrained building/unit caps. I didn't like being forced to build what little you could build in specific spots.
Edited by Rebelmoon, 14 August 2007 - 03:02 AM.