READ THIS FIRST || What one can suggest. And what one cannot.

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READ THIS FIRST || What one can suggest. And what one cannot.

Post by peugeot407 on Tue 10 May 2011 - 1:49

What one can suggest. And what one cannot.
Because I got slightly fed up

Introduction
Mods tend to start out with many things uncertain. Civs may change, general features may be added, even the timeframe may change. As a mod progresses in time, it is necessary to settle down for some ideas and to reject others. This is not because ideas become worse, but because there is a need to get going. A mod that forever lingers around loose ideas will never get released, a mod that can pin certain things down and do them is far more likely to succeed. Knights and Barbarians has reached the final stage. We're quite near to releasing a first version, and as a result, certain things can no longer be suggested, as they would be too much of a change.

What one cannot suggest
- New civs: This one is right out. We're way past that stage, the current list of civs is not going to change anymore.
- Unique Buildings: We have only so many useable building models, and we want to do the best we can with them. That means no duplicates, and thus a limited number of unique buildings. A guideline is no unique buildings for a civ, but if absolutely and arguably necessary, one unique building is the absolute max.
- Unique Units: Texturing units takes a lot of time, which is not ideal if a mod is (in part) to be released soon. UUs are important, don't get me wrong, but we don't want too many. Three a civ is a good guideline, four is max.

Note by Robert
I'm not saying all of this because I would want to discourage anybody from helping K&B get done. Quite to the contrary, I'm only saying this to make sure K&B can be released as soon as possible, as good as possible.


peugeot407


Last edited by peugeot407 on Fri 8 Jul 2011 - 3:50; edited 1 time in total

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Re: READ THIS FIRST || What one can suggest. And what one cannot.

Post by spangopola on Tue 10 May 2011 - 2:44

Supported ^^

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Re: READ THIS FIRST || What one can suggest. And what one cannot.

Post by Pepp on Tue 10 May 2011 - 12:12

Accepting humbly.

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Re: READ THIS FIRST || What one can suggest. And what one cannot.

Post by General_II on Tue 10 May 2011 - 13:28

Good guidelines Peugeot.

Techs are especially needed (and I like seeing what people come up with for techs)!

And perhaps this is just me, but consider reading the forums exhaustively. I did and found a few ideas similar to ones I had thought of had been rejected for good reasons. I'm glad I found this out and didn't post those ideas, and thankfully avoided making Peugeot fed up. Razz (but seriously, RTFM. Repeating oneself is soul-crushing)
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Re: READ THIS FIRST || What one can suggest. And what one cannot.

Post by Harkimo on Tue 10 May 2011 - 23:15

Decisive action is required for everything.
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Re: READ THIS FIRST || What one can suggest. And what one cannot.

Post by Pepp on Tue 10 May 2011 - 23:27

Amen

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Re: READ THIS FIRST || What one can suggest. And what one cannot.

Post by Gohar on Mon 2 Dec 2013 - 3:27

- Techs: We need many, and we can use every suggestion
- Barbarian Units and Techs: Call them Barbarians, Subcivs or Natives, we need suggestions for them.

What exactly are these two things?

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Re: READ THIS FIRST || What one can suggest. And what one cannot.

Post by AOE_Fan on Mon 2 Dec 2013 - 4:44

Old thread = useless info = topic locked Razz 
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Re: READ THIS FIRST || What one can suggest. And what one cannot.

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