Hello there Everybody!
Long time no see everyone! It is Me, the unreliable, mediocre, Unreliable ImperialEagle!
I am back with another project none of You will think I will even complete a quarter of the way in!
But yes in all seriousness, Yes I'm back and as You can see, I now have programming down!, However as you can also see, This is a very large scale mod dedicated to the timeline of modern, industrial warfare in the late 19th and early 20th centuries. Therefore, I cannot do all of this on my own, however I HAVE been able to piece together all of this thus far, and I must say I am rather proud of Myself, KEEP IN MIND, i have scrapped the idea of going all the way back to the 1810's in the tech tree, I saw that as a waste of time and resources, so don't pay attention to any Tech labelled as anything before 1860.
Surprise surprise, this mod is NOWHERE close to being complete, but perhaps a mixture of both being stuck at home due to this Virus going around, and Me wanting to at least be less of a failure in terms of My success record... and maybe since I want to peruse software development and maybe game development as a viable career, I sort of want to have a sort of "Rehearsal" bit of experience so perhaps I could maybe, get used to what it sort of takes to design a video game while also enjoying it in the process. I do think I could potentially... nah, scratch that, i DO need some extra hand here. I will soon try to set up a private discord server reserved for those who wish to partake in this Mod's development, Still not entirely set on the name but I guess 'A Century of Chaos' Will suffice for the time being. I also intend to create a highly specialized, Individual-based team structure to ensure everyone is doing what they are skilled at, 90 percent of the time, We do NOT want people who are prodigies at one thing and utterly horrible at another aspect, like say, GFX creation VS event programming, to work outside their natural talents, THIS is how design in general tends to fall apart.
Here is what I have thus far, keep in mind, these positions are based in MERIT. Anyone can be replaced or elected in if both their ethic and the votes are behind them. I feel like for a mod this large, a solid, if rigid team structure is a constituent towards future success. Smaller text means sub positions under a large label BTW.
I should also add this isn't a totally unrelentingly stiff system, I actually would like for teams to sort of create their own ideas and bring them to Me in a audio call or something, as i said, I'll just decide amongst civil debate if a Idea suits the Theme of the mod itself.
MOD DEVELOPMENT TEAM HIERARCHY:
-----------------------------------------------------
High Level Members:
Head of Mod: Me or A elected member if I have to resign for any reason, the mod must go on!, Directs the general flow and design of the Mod. Is the main cog in this huge machine that decides if certain ideas are to be implemented or not.I will also assist all other 'Departments' of the Team if requested.
Chancellor of the Mod: Pretty much the vice president here, tends to all requests from other department heads and members in general, May perhaps try to resolve issues on his own. May also direct the mod in several directions.
Chief Programmer: The Member who is overall, in charge of all programming and who is specialized in finding the most efficient, game compatible code algorithms possible for a given proposed event made by the head of history, which I will get to in a moment. Also leads the team of general programmers who create coded events,Reports to the Chancellor or Me about any concerns.
Programming Team Members: Again, as the name implies, basically all the programmers who work under the guide of the Chief programmer, who in turns reports to the chancellor of the mod, who then reports to me.
Chief GFX Leader: In Charge of all the visual effects of this mod, and who guides the members He is technically the director of, in the General Effects that they create. Reports to the Chancellor or Me about any concerns.
GFX Team Members: I think you can get the.. heh, picture.
Chief of Weaponry and Model/Brigade and Minister research: In charge of ensuring historically correct or, plausible..I'll touch up more on that later, unit models and brigades for the mod as technology and time advances. Also ensures fluid and smooth unit stats and the like to provide a convincing game play experience. Reports to the Chancellor or Me about any concerns, Also in charge of ministers and leaders.
Unit Model/Brigade team Members: Mission is in statement.
Head of Technology:Fairly self-evident. This member is in charge of researching historical technologies and leads a team, who will request any alterations to the Tech Tree and draw out a general outline of how it will look, I as of this moment only have some stuff finished up to the Great War Mark, But I'm certain this team will create a very different version of the mess of a tech tree that I Devised as soon as this Mod is in a at least, semi releasable state. Keep in mind, this also counts determining with your team how tech components will work.
Research Team Members: Purpose is perhaps self evident as one may imagine.
Head of Alternate History Department: Now here's something I am sure some are pretty intrigued by. This member is the main leader among a whole host of other members who discuss historically plausible alternative outcomes for events and history in general, Say if Germany Wins WW1 or even WW2 and where the game should head from then on as I think for this to be the best mod, all of us can work together to make it, The game shouldn't just stop pretty much, especially not with these events that very well, actually COULD have happened in our real timeline. This member will normally report to the chancellor as the others do, But i also advise discussing these ideas with other Team Chiefs, just in case they don't think something can work, or is laughably implausible historically speaking.
Alternative History research Team:As stated above essentially.
And Finally but not Least
DH Expert: A expert very, VERY well versed into the core inner workings and design of the game itself, will be the guy essentially who says if the game's engine can handle a certain idea or not, and possibly, ways to get around it if another method is found.
Before you say anything, Yes i sort of highly based this event off the start up event of the PWV Mod, to whom I give complete credit to the creator of. I however only based this event off it, didn't totally copy, mainly in how i set up the nation TAGS and the like. The key thing to take away here is that I am now able to create global events with ease now.
Long time no see everyone! It is Me, the unreliable, mediocre, Unreliable ImperialEagle!
But yes in all seriousness, Yes I'm back and as You can see, I now have programming down!, However as you can also see, This is a very large scale mod dedicated to the timeline of modern, industrial warfare in the late 19th and early 20th centuries. Therefore, I cannot do all of this on my own, however I HAVE been able to piece together all of this thus far, and I must say I am rather proud of Myself, KEEP IN MIND, i have scrapped the idea of going all the way back to the 1810's in the tech tree, I saw that as a waste of time and resources, so don't pay attention to any Tech labelled as anything before 1860.
Surprise surprise, this mod is NOWHERE close to being complete, but perhaps a mixture of both being stuck at home due to this Virus going around, and Me wanting to at least be less of a failure in terms of My success record... and maybe since I want to peruse software development and maybe game development as a viable career, I sort of want to have a sort of "Rehearsal" bit of experience so perhaps I could maybe, get used to what it sort of takes to design a video game while also enjoying it in the process. I do think I could potentially... nah, scratch that, i DO need some extra hand here. I will soon try to set up a private discord server reserved for those who wish to partake in this Mod's development, Still not entirely set on the name but I guess 'A Century of Chaos' Will suffice for the time being. I also intend to create a highly specialized, Individual-based team structure to ensure everyone is doing what they are skilled at, 90 percent of the time, We do NOT want people who are prodigies at one thing and utterly horrible at another aspect, like say, GFX creation VS event programming, to work outside their natural talents, THIS is how design in general tends to fall apart.
Here is what I have thus far, keep in mind, these positions are based in MERIT. Anyone can be replaced or elected in if both their ethic and the votes are behind them. I feel like for a mod this large, a solid, if rigid team structure is a constituent towards future success. Smaller text means sub positions under a large label BTW.
I should also add this isn't a totally unrelentingly stiff system, I actually would like for teams to sort of create their own ideas and bring them to Me in a audio call or something, as i said, I'll just decide amongst civil debate if a Idea suits the Theme of the mod itself.
MOD DEVELOPMENT TEAM HIERARCHY:
-----------------------------------------------------
High Level Members:
Head of Mod: Me or A elected member if I have to resign for any reason, the mod must go on!, Directs the general flow and design of the Mod. Is the main cog in this huge machine that decides if certain ideas are to be implemented or not.I will also assist all other 'Departments' of the Team if requested.
Chancellor of the Mod: Pretty much the vice president here, tends to all requests from other department heads and members in general, May perhaps try to resolve issues on his own. May also direct the mod in several directions.
Chief Programmer: The Member who is overall, in charge of all programming and who is specialized in finding the most efficient, game compatible code algorithms possible for a given proposed event made by the head of history, which I will get to in a moment. Also leads the team of general programmers who create coded events,Reports to the Chancellor or Me about any concerns.
Programming Team Members: Again, as the name implies, basically all the programmers who work under the guide of the Chief programmer, who in turns reports to the chancellor of the mod, who then reports to me.
Chief GFX Leader: In Charge of all the visual effects of this mod, and who guides the members He is technically the director of, in the General Effects that they create. Reports to the Chancellor or Me about any concerns.
GFX Team Members: I think you can get the.. heh, picture.
Chief of Weaponry and Model/Brigade and Minister research: In charge of ensuring historically correct or, plausible..I'll touch up more on that later, unit models and brigades for the mod as technology and time advances. Also ensures fluid and smooth unit stats and the like to provide a convincing game play experience. Reports to the Chancellor or Me about any concerns, Also in charge of ministers and leaders.
Unit Model/Brigade team Members: Mission is in statement.
Head of Technology:Fairly self-evident. This member is in charge of researching historical technologies and leads a team, who will request any alterations to the Tech Tree and draw out a general outline of how it will look, I as of this moment only have some stuff finished up to the Great War Mark, But I'm certain this team will create a very different version of the mess of a tech tree that I Devised as soon as this Mod is in a at least, semi releasable state. Keep in mind, this also counts determining with your team how tech components will work.
Research Team Members: Purpose is perhaps self evident as one may imagine.
Head of Alternate History Department: Now here's something I am sure some are pretty intrigued by. This member is the main leader among a whole host of other members who discuss historically plausible alternative outcomes for events and history in general, Say if Germany Wins WW1 or even WW2 and where the game should head from then on as I think for this to be the best mod, all of us can work together to make it, The game shouldn't just stop pretty much, especially not with these events that very well, actually COULD have happened in our real timeline. This member will normally report to the chancellor as the others do, But i also advise discussing these ideas with other Team Chiefs, just in case they don't think something can work, or is laughably implausible historically speaking.
Alternative History research Team:As stated above essentially.
And Finally but not Least
DH Expert: A expert very, VERY well versed into the core inner workings and design of the game itself, will be the guy essentially who says if the game's engine can handle a certain idea or not, and possibly, ways to get around it if another method is found.
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Before you say anything, Yes i sort of highly based this event off the start up event of the PWV Mod, to whom I give complete credit to the creator of. I however only based this event off it, didn't totally copy, mainly in how i set up the nation TAGS and the like. The key thing to take away here is that I am now able to create global events with ease now.
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