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Recruiting for Forces of Corruption Total Conversion (Forums : Recruiting & Resumes : Recruiting for Forces of Corruption Total Conversion) Post Reply
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May 12 2008, 9:46pm Anchor

Yeah, this is a little drastic, calling for a FULL mod team.

I've been playing Star Wars Forces of Corruption for quite a while, and I've found this to be one of the easiest games to modify. The XML formats, easily accessed 3d models, lots of option all-around. I've downloaded and browsed through many other total conversions and such and finally decided to try to make my own. I extracted all the files and began editing XML to start off with, adding new units and such. Then I realized how difficult this would be without a full team to assist me, because I have virtually no experience with 3d modeling, texturing, and all that good stuff. So, here I am. I'm not asking for top-of-their-league moderators (they are most certainly welcome though) , just people with the basic knowledge and experience of their craft and job that I can work with and have the confidence they will stick with this to the end.

Now, to the mod itself. It's a total conversion for Star Wars Empire at War: Forces of Corruption. It's name will probably be the UENS (United Earth Naval Syndicate) FoC Total Conversion, but this is subject to change. The primary storyline is following the post-FTL travel discovery, in which the USA and a newly formed Warsaw Pact (USSR) are cooperating in space to forge alliances with the Galactic Republic and so on. It won't be as easy as their expectations are though, the threat of pirates and rogue corporations who wish to exploit Earth is large and the UENS Fleet is small compared to the Galaxy's premier star fleets. The object of the Earth player is to find its place in the universe and either conquer or destroy all opposition. This will introduce a new gameplay mechanic and all that frilly stuff that accompanies total conversions such as these.

I would go into more detail, but for now I am focusing on forming the mod team. Look out for a more extensive thread on what this shall include in the Ideas & Concepts section sometime tomorrow if you're interested.

mflux
mflux Shadow Cat
May 12 2008, 10:30pm Anchor

What I would suggest when forming a mod team:

  • Start with 1 or 2 people. Prototype an idea, and get a few screenshots out the door.
  • Write a detailed design doc, not just story, but gameplay and art direction, references.

Even if you have no experience with 3d modeling, go learn 3d modeling. It is not hard, and nowhere near as complex as programming or hacking a game engine.

And, even if you don't know how program either, go learn programming.

That way once you -do- have said team, you can actually communicate with them on what's feasible and what's not.

--

Project Berimbau - Third-person sword fighting game HL2 mod.

SinKing
SinKing bumps me thread
May 13 2008, 8:24am Anchor

"recruiting a whole mod team" sounds degrading towards the people you want to be boss off. It is also prohibited by forum rules, because it plainly makes no sense to ask for a whole team. We all have ideas and we can't create them alone, either. In order to attract other modders to your project, you need something more than just the idea; mod teams change over time, and it's no use calling for an entire team from the start. So basically you could prevent experienced modders from joining your team with this thread. Everyone will think you are a noob, starting like this.

first comes an idea, then comes a plan (the development document), then come concepts and around THEN you can start recruiting. So see you again in three months to a year, with a proper request. you can get a lot of help here, but not like this, not your way. you have to show some skills yourself. whatever you can do for this mod, you should try and get yourself acquainted with the editors and formats you will use for your mod. That will all happen, once you sit down to write a design document.
I know this is hard to accept - we would all like a mod team just by asking for it. However, it ain't different than other thing in life: if you got what it takes you will get what you need to move on with your idea. Just build some basic skills and try fascinating other people for your ideas (individuals, not other mod teams ;)

Have a good time and get your ass to work, now!

Edited by: SinKing

mflux
mflux Shadow Cat
May 13 2008, 10:34am Anchor

For some reason people think being a mod leader is like being a solo film producer. Just pop out an idea and attempt to self-direct and cast everyone. That might work as an indie film but It doesn't work that way with mods because you don't pay anyone.

If you had say, 200k to blow for a startup and directly recruited talent and paid them for a year the yes by all means ask for a whole mod team. If no, then go do it yourself first.

--

Project Berimbau - Third-person sword fighting game HL2 mod.

May 13 2008, 4:38pm Anchor

First of all, I wasn't TRYING to sound degrading in any way. I'm just looking for anyone who's willing to commit their abilities to this, and truthfully I don't see how that could be degrading to anyone unless EVERYONE on the ModDb forums have a good enough reputation to be known specifically by name. Next, if you think I'm trying to just boss everyone around and have a "my way or the highway" attitude, you're wrong. I'm open to ideas, and at the moment the only ideas I have for this are what I've conceived and that's how I will describe the mod. I know what gameplay changes I want, and so on. I wasn't able to post everything about that here, because I had to go. I don't plan on posting it here either, but rather in the appropriate forum.

As far as what I know about modding, I only have basic knowledge, but enough to make a simple (when I say simple, I mean very simple) mod with a few new units and some other changes by editing XML, adding models, skins, etc. That's why I need other people to work with me and cooperate on this (that's what a mod team's for, right?). At this time, I have no connections here on ModDb and that's why I made this post. I don't know anyone here, and I planned on meeting people and finding out who would cooperate with me to make this and hopefully come out with a good mod.

Moddb.com
I have posted my full concept for this mod here.

Edited by: Wulf8933

UltimaRage
UltimaRage Mapper for the Crysis mod, "The Creation"
May 13 2008, 5:22pm Anchor

What they're trying to say, is that you need some actual content before people will be interested.

Even just some good concept art can get people interested in a mod, but it's preferrable to have a model or two, and maybe some WIP screens of a map.

What you've presented so far doesn't really get anyone's attention or come across as professional.

--

~UltimaRage

May 13 2008, 5:41pm Anchor

This will be my first mod, I'm not trying to impress anyone, I'm not trying to be professional, because I'm not a professional. Unless you want to see some value changes and the storyline (which I posted in a different place), then I don't have much to show. My role will be to guide others with the storyline and script that we've all agreed on and I've edited subtly to everyone's liking. I can help do pretty much anything involved, I just need to know what needs to be done. Like I said before I know how to do most things involved in a mod, just not well enough to show something for it that is worth noticing.

The main reason I've not posted any WiP stuff is because I cannot make any progress without a team and if this continues the way it is I'll probably just get ignored the rest of my time on ModDb and won't get anything done at all.

Gibberstein
Gibberstein Generic Coder Type Thing
May 13 2008, 6:04pm Anchor

Sorry if you feel hard done to. I know everyone here means well, they can be a little blunt sometimes.

Can't avoid the fact that you will struggle to find teammates though. Everyone here is already very busy, and it's pretty much normal that all mods have to push on with what they have rather than hope that the missing piece is just around the corner. That feeling of struggling against difficult odds? It's normal, we're all up against it ;)

Push on as far as you can on your own, and people will become much more supportive :)

--

"lets say Portal is a puzzle game, so its a rehash of Tetris"
- Wraiyth points out the craziness of stereotyping games by their genre

TKAzA
TKAzA LvL 1 Elite
May 13 2008, 7:20pm Anchor

Ill be frank.

Firstly welcome to ModDB this is a great place to make friends and recruit people as long as you can be open to in some cases heavy criticism
Asking for a whole mod team is against the rules, the best place to always start when looking for a mod team is concept artists, as these attract modelers and models and art attract coders and mappers.

Short of that my main concern is your comment about getting ignored.
I see this comment appearing more and more... Don't make a mod expecting it to get a single hit or hint of interest, if you expect to much you will only feel let down when the hype train doesn't roll into the station and 1000s of fans and devs don't jump off.

New mods will get ignored... they always start basic or bloated and they have little to show and grow from, there's 100s of mods out there that die a week or two after being created so there's nothing but your word to say this wont happen with yours.
You need to accept you wont have a fanboys in a week a year or ever and if your ok with this and working very hard on the mod and to keep a team, your on the right track.
However you don't need to be a popular mod to get people infact you get more people by asking others "hey want to work on a mod about this" than you will posting help wanted.

So heres a outline of starting tips.

- Learn a skill, no one will hold your hand to teach you and get nothing back.
- Learn more skills if you like the more you can do the less you will depend on others.
- Don't ask for a entire team ask for artists
- Don't be scared to ask people for help but don't ask them to teach you.
- Try joining another mod before starting your own to get a idea of how things work.

Either way all the best with your mod and good luck.

Edited by: TKAzA

May 13 2008, 7:34pm Anchor

Personally, I don't care how much hype this gets, I just want it to get done. When I said about this getting ignored, I meant about a team, not the mod itself. I don't expect this to get that much attention, and I doubt it will anyways. My main priority right now is getting the crew going. I'm willing to stick with this and I'd like team members who are as well, although I imagine those are in low supply too.

I'll put it simple, I like to mod. I like to create things of my own and see them in action. I've done a few mods for my own personal use that are mostly stat modifications and new units. I used to be good at mapping (in particular with the Impossible Creatures mapping tool), but it's been so long since I've done that. The only thing I can't really do is modeling, because I have no program to model with as of now. I was thinking of downloading the 3ds Max 9 trial and never got around to it.

I also apologize about the title of this topic, I never noticed the rules saying anything about it until someone pointed it out. I tried to change it with edit, but I couldn't.

TKAzA
TKAzA LvL 1 Elite
May 13 2008, 8:20pm Anchor

Good to know you have prior exp in modding, you have a good start then, i also updated topic title for you.

--

TKAzA
moddDB Content Manager
Portfolio

May 13 2008, 9:39pm Anchor

Thanks for updating it, now hopefully I can get down to working. If anyone's got advice or knows someone who'd like to help out, please let me know.

raxiv
raxiv This, is Fleet Command.
May 15 2008, 12:58pm Anchor

Yes Wolf, this place can be a heaven for people in the modding "business". It's all because the people are respectful, polite, and full of constructive criticism.. and welcome to ModDB.

Also as a sidenote, there is this idea that You can join a Mod Team instead of creating something now.. or... follow what the guys before me said, their advice is somewhat priceless.

Edited by: raxiv

Kelathin
Kelathin An administrator on Petroglyph Forums
May 20 2008, 1:49pm Anchor
Wulf8933 wrote:Yeah, this is a little drastic, calling for a FULL mod team.

I've been playing Star Wars Forces of Corruption for quite a while, and I've found this to be one of the easiest games to modify. The XML formats, easily accessed 3d models, lots of option all-around. I've downloaded and browsed through many other total conversions and such and finally decided to try to make my own. I extracted all the files and began editing XML to start off with, adding new units and such. Then I realized how difficult this would be without a full team to assist me, because I have virtually no experience with 3d modeling, texturing, and all that good stuff. So, here I am. I'm not asking for top-of-their-league moderators (they are most certainly welcome though) , just people with the basic knowledge and experience of their craft and job that I can work with and have the confidence they will stick with this to the end.

Now, to the mod itself. It's a total conversion for Star Wars Empire at War: Forces of Corruption. It's name will probably be the UENS (United Earth Naval Syndicate) FoC Total Conversion, but this is subject to change. The primary storyline is following the post-FTL travel discovery, in which the USA and a newly formed Warsaw Pact (USSR) are cooperating in space to forge alliances with the Galactic Republic and so on. It won't be as easy as their expectations are though, the threat of pirates and rogue corporations who wish to exploit Earth is large and the UENS Fleet is small compared to the Galaxy's premier star fleets. The object of the Earth player is to find its place in the universe and either conquer or destroy all opposition. This will introduce a new gameplay mechanic and all that frilly stuff that accompanies total conversions such as these.

I would go into more detail, but for now I am focusing on forming the mod team. Look out for a more extensive thread on what this shall include in the Ideas & Concepts section sometime tomorrow if you're interested.


The alamo engine for EaW wasn't bad at modding, while it restricted a lot of higher functionality, it really has a strong base for beginners. I would take a look at Universe at War: Earth Assault, while it may not be totally Star Wars, the engine is updated and has shifted from xml to lua base allowing modders to do more with it, making Total Conversions far easier to incorporate new features.

I personally think you need to learn how to present yourself and your idea better. This type of thing may pull a few low level people, but if you want to attract some bigger names and talent you gotta look professional

Edited by: Kelathin

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