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Last week was a great work for modding of Total War games. Basically, it means almost everything are now possible in the modding of Rome: Total War and Medieval II: Total War.
Posted by echuu on May 20th, 2014
Two guys, Zarathos and RedFox, launched projects to skirt the hardcoded limits of the game without editing the game executable (which is totally illegal): memory editing. To explain what is memory editing, I will just quote Zarathos' words:
Zarathos is leading the project for M2TW, while RedFox leads the project for RTW. But what does this mean for Silmarillion? Basically, it means more depth, more immersion, more flexibility. For the moment, here are the breaked hardcoded limits:
Here are the next planned features to unlock:
That means we could have a bigger map, more regions, more cultures, faction-specific interfaces, more units, bigger units, better and more complexe scripts, and so on. We won't likely add new factions for we already planned every faction of the First Age, but the increased faction slots will be a great help for the new scripts.
And something that is extraordinary: maybe there is a way to add skin variations inside a unit (basically, all soldier won't have the same appearance inside a unit, like in M2TW and all subsequent TW). So, no more clone-armies! RedFox has already some ideas on how to achieve that, but it will be without any doubt a huge task and requires a lot of work. So, let's cross our fingers and hope.
Both projects have received Creative Assembly's approval, and are 100% legal.
Zarathos and RedFox are looking for help, basically they need very experienced C/C++ programmers and guys who know the use of IDA Pro, OllyDBG or another similar debugger and an hexadecimal editor). If you want to help or just follow both projects, here are the links.
Here is a picture of the new launcher of RedFox's mod (RTR Project):
Maybe one day we will have something like that in Silmarillion. Meanwhile, please spread the word and stay tuned for next updates!