Command & Conquer 3: aims to be the most supremely moddable RTS around
If there’s any proof that Command & Conquer is one of the most heavily modded titles around, just look at all the number of times we’ve messed with the Red Alert *.ini files. All those user-created “fan-xpansion” packs for RA2, Generals, and Battle for Middle-Earth. That canned HaloGen mod.
Electronic Arts Los Angeles (EALA) promises that Command & Conquer 3: Tiberium Wars will continue the tradition. EALA Predator writes in the official forums for C&C3:
I’ve said this many times, modding is extremely important to me, to Mike Verdu, to Amer Ajami, and to the EALA studio. We’ve turned over a new leaf this past year with our first MOD SDK release and granted its not perfect, its certainly got a lot to offer.
We are absolutely committed to creating a new MOD SDK for Command & Conquer 3 and getting that in your hands in as efficient timeline as possible with our resources. Our development team is currently rotating on vacations now that the game is gold, we need some breathing room and a break after a long-hard project! But, work has already started on the SDK, and that simply means starting to analyze how we can open up the new build pipeline to you guys with something accessible and easy to understand.
The new mod SDK is required because unlike the past games, Tiberium Wars uses XML and not *.ini protocols to govern the game. The result is a faster game as the end product, but now requiring a new approach to modding. Just hang in there, he tells the community. This is not going to be an indefinite-release thing.
Predator ain’t dissing the efforts of independent modders out there to create their own tools for modding C&C3; “A lot of tools modders create are not officially sanctioned and otherwise would not be created by us…BUT…that does not mean we cannot verbally support and promote them if they are viable and safe, which most often I’ve found them to be.”
If there’s any proof that Command & Conquer is one of the most heavily modded titles around, just look at all the number of times we’ve messed with the Red Alert *.ini files. All those user-created “fan-xpansion” packs for RA2, Generals, and Battle for Middle-Earth. That canned HaloGen mod.
Electronic Arts Los Angeles (EALA) promises that Command & Conquer 3: Tiberium Wars will continue the tradition. EALA Predator writes in the official forums for C&C3:
I’ve said this many times, modding is extremely important to me, to Mike Verdu, to Amer Ajami, and to the EALA studio. We’ve turned over a new leaf this past year with our first MOD SDK release and granted its not perfect, its certainly got a lot to offer.
We are absolutely committed to creating a new MOD SDK for Command & Conquer 3 and getting that in your hands in as efficient timeline as possible with our resources. Our development team is currently rotating on vacations now that the game is gold, we need some breathing room and a break after a long-hard project! But, work has already started on the SDK, and that simply means starting to analyze how we can open up the new build pipeline to you guys with something accessible and easy to understand.
The new mod SDK is required because unlike the past games, Tiberium Wars uses XML and not *.ini protocols to govern the game. The result is a faster game as the end product, but now requiring a new approach to modding. Just hang in there, he tells the community. This is not going to be an indefinite-release thing.
Predator ain’t dissing the efforts of independent modders out there to create their own tools for modding C&C3; “A lot of tools modders create are not officially sanctioned and otherwise would not be created by us…BUT…that does not mean we cannot verbally support and promote them if they are viable and safe, which most often I’ve found them to be.”