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  • Submit a mod to ModCast!!


    I am doing an open call for submissions of mods for review on ModCast.

    We will select submissions from mod creators, mod modders and mod-lovers!



    What is a mod? Well there are alot of things we review as 'mods' on the show:
    Spoiler:


    Mods can include custom skins, custom models, any code or scripting, maps, scenarios, Full mods, works in progress, and more...


    If your mod has custom code but not custom artwork, we look at code. If your unit uses anothers animations, fine, we look at the model and skin.

    We limit artwork that is imported from other artists (without credit) or other games. Also we often don't do custom civilization mods, or other types of works that are almost predominantly someone else's work, unless the modmaker did some portion of the unit arwork or code.


    Please post your ideas here! I will get to them as fast as i can record you knew episodes!

    Thanks!
    ModCastNewest Episode!
    Beyond the Sword: Road to War Art Development

    Second Revolution 3.0 Creator

  • #2
    well - you did ask for them ...

    CustomAssets quick change
    Random Opponent Selector
    New Civ: Dan Quayle
    Dark Ages - if you are really keen - follow our PBEM using this mod
    Tutorial: How to add Rivers via WB
    Quote: "All Happiness is the release of internal pressure"
    Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
    woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

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    • #3
      Originally posted by ruff_hi View Post
      at his traits.
      PolyCast Co-Host, Owner and Producer: entertaining | informing civ
      >> PolyCast (Civ strategy), ModCast (Civ modding), TurnCast (Civ multiplay); One More Turn Dramedy

      Comment


      • #4
        LMAO!!

        Thanks ruff!! you already know that you are the man!!!
        ModCastNewest Episode!
        Beyond the Sword: Road to War Art Development

        Second Revolution 3.0 Creator

        Comment


        • #5
          I was thinking about this today and came up with the following ideas:

          1. Dale made a mod that patches steam and direct to drive versions of colonization to the downloadable patch verisons. I think that is awesome to cover both so people know it is out that and to highlight how modders can really help and support the game (and why people should pay attention to modding for games they love, though I doubt thats an argument you need to make to people listening to modcast).

          Also I think you guys may benefit from a "Modding topics" section to the show. Each modcast you discuss an issue as it pertains to modding in the industry. Given that your audience tends to be modders, they may love to hear issues discussed beyond the new stuff that is available. Of course some insight into the issues, especially if someone is willing to play devils advocate and thrash it out are the most useful.

          A few things you may want to consider for topics:

          1. Should modders be able to sell their mods?

          2. Should modders be able to use copyrighted material in mods?

          3. Are there topics that are taboo in mods? Should modding sites like Apolyton or CFC drop mods that contain objectionable content? Where do you draw the line?

          4. What is a modders responsibility in supporting the core game? Would it be wrong to make a vanilla Civ4 mod that contained Warlords and BtS features (say the additional civs/leaders/uu's/ub's/events and espionage) if all of those features were developed independantly of the expansions?

          5. Why aren't more people playing mods?

          6. What are the most common mistakes modders make?

          Im sure there are tons of other topics you could cover, and Im not sayign the whole show should be about them. But it may make for an interesting segment and good to provide listeners something to think about.

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