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Fix the World Builder or make a Mod SDK for KW?
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Updated World Builder or make a Mod SDK for KW?
Fix the World Builder
7%
 7%  [ 3 ]
Make a Mod SDK
87%
 87%  [ 34 ]
None of them
5%
 5%  [ 2 ]
Total Votes : 39

Author Message
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Jun 18, 2008 3:05 am    Post subject:  Fix the World Builder or make a Mod SDK for KW?
Subject description: Which of them should be higher on EALA's priority list?
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Hello everyone! As you know, the original release of Kane's Wrath came with a lot of online desynch bugs and several ballance issues that made EALA dev team to priorize the fix of online issues over doing anything else. For this reason, they haven't started working on a mod SDK for the expansion, neither fix several problems from the bugged world builder, neither added the OMC4 winning maps to the patch.

EALA should release the first patch for Kane's Wrath soon, which should divert some additional resources to Red Alert 3 and others to either ballance the game even more or fix world builder or mod SDK. Both world builder and mod SDK are very low on EALA's priority list. There is a very high chances that both things simply join the ranks of the Patch 1.03 for The First Decade, which was never released and there is a little that can be done by the community to change that. And, we'll try to do that little.

So, for you, which would have a higher priority for EALA dev team?


-> 1. Fix World Buider:

The way mappers can create maps are very spartan at the moment and the world builder needs to be updated urgently. By choosing this option, you agree that the world builder has a higher priority than the mod SDK, which might be sacrificed in this way. Afterall, people can mod Tiberium Wars and there isn't much that should be added on KW.


-> 2. KW mod SDK:

Fixed APCs, new sides, mechapede engine, global conquest mode are among the many features that Kane's Wrath would offer to modders. By choosing this option, you agree that tools to create partial conversions and total conversions for the expansion has a higher priority than fixes for the world builder, which might never be fixed anyway. The world builder might be spartan, but many people are already creating maps with it while modders cannot mod the game without the mod SDK.


-: 3. None of them:

World Builder is working and a mod SDK for KW is worthless. By choosing this option you agree that the game needs more fixes that have a higher priority than any world builder and mod SDK.




Choose it carefully. Remember that the KW resources are limited and they can't work on all of them, specially because they still want RA3 to be released with a mod SDK.

Please, post your comments here, specially if you vote 'None of them'.

Last edited by Banshee on Thu Jun 19, 2008 7:43 pm; edited 1 time in total

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Wed Jun 18, 2008 3:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Isn't it obvious? You can do so much more with the SDK.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jun 18, 2008 7:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Mod SDK duh! Then we don't need EA to fix the game #Tongue The WB maybe a big problem too, but a Mod SDK is much more important...

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jun 18, 2008 10:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
-> 2. KW mod SDK:

Fixed APCs, new sides, mechapede engine, global conquest mode are among the many features that Kane's Wrath would offer to modders. By choosing this option, you agree that tools to create partial conversions and total conversions for the expansion has a higher priority than fixes for the world builder, which might never be fixed anyway. The world builder might be spartan, but many people are already creating maps with it while modders cannot mod the game without the mod SDK.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Jun 18, 2008 10:08 am    Post subject: Reply with quote  Mark this post and the followings unread

None of them! EA needs all the hands they can get on RA3 development. #Tongue

I'd rather they just patched KW instead of making SDKs and shit for it. The C&C3 modding scene failed, I doubt this would be it's rebirth.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Wed Jun 18, 2008 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
None of them! EA needs all the hands they can get on RA3 development. #Tongue

I'd rather they just patched KW instead of making SDKs and shit for it. The C&C3 modding scene failed, I doubt this would be it's rebirth.


Agreed, Also whats the point of making an SDK for KW when theres a better engine coming in afew months time anyway.

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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Wed Jun 18, 2008 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

The point is that there simply won´t be a (mentionalbe) RA3 modding community when the TW one doesn´t survive.

Also, saying that KW modding is obsolete because of RA3 would also imply that TW modding is obsolete because of KW - which is exactly not what EA claims to base their modding policy on. ´sides, RA3 isn´t particularly better aside from the water engine, but mainly different - if RA3 modding is as limited to the original game´s abilities as TW is, the projects for the two games will be almost entirely different.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Wed Jun 18, 2008 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

TW modding isn't obsolete though because there is no KW SDK, and if no SDK is going to be made for it then many modders will move their mods to other engines. And as RA3 is coming out in acouple of months possibly with SDK on arrival that would be the prime candidate to move mods too.

It's pretty pointless modding a game with out basing it on its expansions, look at all the previous games in this series.

I hope to see a RA3 modding community similar to what Ra2 was back in the day.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Thu Jun 19, 2008 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I want to see some progress with the Tiberian Dawn mod. I think the team making it would want the SDK for sure.

_________________
Destroy to create. All for the hunt to dominate!

IN-GAME NAME: MAKINTOKE

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