How to bring the modding community together?

Anyone got any ideas on how we can bring the modding community together?

Like why have 4 different groups creating a MoM mod only in the end none of them get done.

I think Stardock should use Impulse where a modders can create their own "pre-made" page and start their own community page for that mod.

And if someone searches for DragonLance or Master of Magic, impulse can show them mods/files/ but im guessing also a modding homepage. People can then go there and, if allowed  by the creator of the page, publicly post their work on that page.

IE i create a dragonlance page for modding. People IM or EMail me they want to join the team. So i accept them and you got a team of people who want to do the DragonLance mod.  And lest say some other person pops by browsing and is like oh i created a Draconian in my free time, you can use it. And post it on the DragonLance modders page, and now the team has less work to do.

 

I dont know I just dont want to see 5 mods for Dragon Lance and then non are actually good. Rather have people work together.

5,436 views 5 replies
Reply #1 Top

Isn't it easier if people just take the initiative and whisper each other on the forums? I mean, it's not like there's anything keeping people from communicating.

Reply #2 Top

There really is nothing keeping modders from working together - if they care to. =P

 

Judging by Brad's latest post, the "real" modding tools simply aren't available, yet.

Without access to the functionality that drives the game, a total MoM conversion probably won't work. Too many compromises to get it running on the "static" EWOM engine so it would be more like a MoM-flavoured EWOM.

There are also hints to pooled magic points (whatever that ends up meaning) which very much reminds me of a MoM feature.

Right now, the game just doesn't have the feature set. You can't realistically work with terrain, adjust the power/cost of spells according to the battlefield or the range to your source of power, units have virtually no special features (and no means to code any), and the framework of the magic system is very... simplistic... for a magic heavy game.

Reply #3 Top

Maybe just create an #elemental-mods channel on irc, and chat through impulse.

 

Reply #4 Top

Well if my experience shows me anything it's that these things will sort themselves out as long as the board remains friendly. The main problem is confusion, as so much information is going around in just one place. A subforum or two (one for releases and one for works in progress) would help a lot. A lesser problem is lack of knowledge about modding. A modding wiki, or simply a structured thread containing links, with all advice, tutorials and discoveries would help with that.

Best thing people can do right now is to give constructive criticism and feedback (even if it's just a thank you) for the already active modders. And for modders to release a bit of everything, so there's examples for others to learn from. 

Reply #5 Top

Quoting Wauthan, reply 4
Well if my experience shows me anything it's that these things will sort themselves out as long as the board remains friendly. The main problem is confusion, as so much information is going around in just one place. A subforum or two (one for releases and one for works in progress) would help a lot. . 

 

ya i agree the idea of boards and forums is confusing, and i think its out of date.

Why does EWOM or even Spore allow people to post their creation using an in game search engine? Simplicity and convenience. Be great if we can get away from the 30 pages of 20 topics that also have 30 pages each of what we call Elemental Mods section and get into a more modern approach of organizing mods.

 

 

Ya i guess Stardock will not create a modders section in their impulse manager. They got their hands full for the next month making this game complete. But i think it would work and its not impossible at all.