You forgot the "depends" option.
I say "kinda easy", because the problem resides not in the difficulty of the process of modding, but rather in the transfer of your ideas to the "modding language". The very process of modding is rather straighforward, but then again - I speak from over 6 years of experiece
I find modding easy, since I've been doing it for a while (5 years of RTS modding), and programming languages/computer concepts have always come easily to me.
Hmm, this is interesting, actually. From another poll somewhere on this site asking about how your school grades are, it seems that most people here do very well in school (*cough* nerds), so my guess is people here find learning modding or mapping easy enough.
Bah, no matter, my answer would be so-so. The technicalities are only half of it. Planning a full-scale mod is where the real work is. There really is alot to think about, and it takes a while to get the hang of that.
its not that hard just u need a good attention span to complete one. I always just gave up
I think it's pretty 'easy', but I wouldn't go quite as far as 'very easy'
To tedious for me, but I'm still working on my mod.
Kinda Easy, as voyager says, computer concepts have always come easily to my mind, i always get stuff All of the above.
Different aspects of modding have different difficulties.
Personally, I find iscripting very difficult, while simple dat edits would rank as very easy.
Eh, I don't know how 'hard' it is, but it isn't easy. I started modding only a little less than 2 years ago(I'm a relative newcomer compared to some), but I learned rather quick. I guess it depends on what you are trying to do. I hate it when a new modder asks about something that is in the exe, and then gets discouraged because they can't do it. I started with the expectation of making new upgrades(that's an exe thing, so I did what I hate). But, I knew things weren't 'impossible', so I stuck with it. I got every tool I could, figured out what it did, and went from there. The SCEB, now replaced by SC: Unraveled, was invaluable in helping me learn how and why things worked, instead of 'put this here'. Theory is probably the thing that make it hard or easy. If you know why things work and how general things go, it's much easier on specifics.
Too complicated... Too many required files and editing and changing and stuff... To many editors to mod... very confusing, I gave up.
The actual process isn't hard, its just finding exactly what to do to put your ideas into the data files. (E.g.: "Morphing" terran buildings ><) So-so.
I've been modding for about 2 years.
geez you guys have been modding for a long time ive only been goin for a month and i released the SW galactic conquest which is in the dldb
That's the initial enthousiasm you've got...what we are left to is nerdiness
It's not very hard. I said "sort of easy." Once you figure out how to put your idea into "mod language," it's easy. I'm cool with iscripts, dats, tbls, and even pats (I use Stargraft and then import into Memgraft because I actually think it's easier.) The only parts that annoy me are: Tools not working well (back in the day of AIII, and even now SG and MG.) and forgetting things. I'm good at that. Mostly, forgetting the sorts of things that make Starcraft crash when you forget them.
QUOTE(CommanderMoo19)
geez you guys have been modding for a long time ive only been goin for a month and i released the SW galactic conquest which is in the dldb
Well0, most my knowledge is from tons of research. I also haven't been too mod-makey, but I'm getting a good idea.Y'know, this is unfair because you'll use FG in this mod, before anyone else can...
So what? Not like I'm going to work on the mod until FG is released...I probably won't be the first one to make an FG mod, just the first one to use all the features.
Modding for me comes in phases of interest. I remember picking up stardraft when it was brand new thinking I was the coolest kid in the world. Suddenly, I becamed bored. And that cycle has repeated ever since. The concepts themselves aren't truely that difficult, it's just more of as others have mentioned, transforming your ideas into the mod.
The hardest part about todays modding is the depth too which we have available. As opposed to just simple replacing GRPs or changing unit attacks; we are able to tweak and define properties of things that weren't even imagined back when I first popped into modding. This is again is a slight disappointment too, no mod project in my eye has truely gone all the way to full mod experiance. Now some have very majorly changed the game, but even with the amount of tools we now have available, it's still just starcraft with new units/tech trees/GRPs. Now granted this too could still be connected to us having a very limited amount of moddable things as compared to other games; but it still seems like we haven't used all of the things we have been given entirely.
One mod in particular that I have played for a very long time is starcraft team fortress. Now granted it was basing it's gameplay off another mod; this game added such new depth to starcraft that I saw it as being almost an entire new game.
As a side note, I seem to be unable to get to the STF website, or campaign creations for that matter. Anyone else have the same problem?
Making the images is what I think is most annoying.
And when things don't work quite how you wanted them to. (Sometimes that gives you better results, though.)
FG???????
ADDITION:
i cant even replace images with others............or combine them
atleast you got to testing the images