Hi!
I've been thinking about this a little further.
Mods seem quite good as a "betatest for ideas". How do you want to know a
modification is popular if no one tried it before? Shipping a full base.wz
does not seem ideal.
Multiple mods:
Morrowind and Oblivion (sorry, again...) have some mods
Am Donnerstag, 19. März 2009 01:59:12 schrieb Zarel:
> 2009/3/18 Dennis Schridde :
> > Make it 10, at least.
> > It could happen that the peer is under load, has some weird network setup
> > which needs more time, or whatever.
>
> If the peer is _that_ under load, that peer isn't going to be able t
Per Inge Mathisen wrote:
> Popular suggested or created modifications
> to the game rules quickly become integrated into the core rules,
> draining the pool of mods available for players.
>
True, but if the mods would not have been there, would the same changes
have been included in the game? M
Am Donnerstag, 19. März 2009 11:13:10 schrieb Gerard Krol:
> Dennis Schridde wrote:
> > Multiple mods:
> > Morrowind and Oblivion (sorry, again...) have some mods which are rather
> > "metamods". They combine several others into one.
>
> I think it is good to limit the game to load just one mod. Li