Sorta Radical Modding Question

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apresby
Posts: 13
Joined: Thu Jun 07, 2007 6:13 am

Sorta Radical Modding Question

Post by apresby »

Wondering if modding TOAW 4 and using the scenario editors could be the engine for an operational level science fiction game. As in one with spacecraft on spacecraft combat. If anyone is familiar with Task Force Games/Amarillo Design Bureau's pen and paper Star Fleet Battles tactical game and their Federation and Empire strategy game I was thinking something in the middle of that range.

I was also thinking about making Federation and Empire itself based on TOAW 4 since that's basically an army game where the hexes are 500 parsecs wide...

Do the more experienced modders/scenario designers here think this is feasible or am I insane?

Thanks in advance for any assistance that you can provide.

v/r
feld
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cathar1244
Posts: 1262
Joined: Sat Sep 05, 2009 2:16 am

RE: Sorta Radical Modding Question

Post by cathar1244 »

You can, with a lot of work, approach some of the things you want to do. The devil is in the details, and that will determine if something like a starship vs starship clash feels 'realistic'.

Terrain tiles can be modified, counters can be modified etc. The language file allows one to change the name of the terrain tiles as they appear in the game. Whether, at the end, it will look and 'feel' correct will largely be a matter of taste.

If you try, my suggestions would be -small map with no modified tiles, just changed names in the language file-, and a few equipment items to represent the units you want to experiment with. See if something small works at all, and scale up if it looks workable.

Cheers
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