Author Topic: Is it worth releasing private mods?  (Read 1621 times)

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Is it worth releasing private mods?
By this I mean mods I've made for my own amusement or to make SCP more fun/interesting/whatever.  I'm currently using the VPs with a few table edits and the superior 'red' Apollo, so I'm curious.  I'm aware this sort of trivial thing is not as interesting as usual for this forum, but the release of 3.6.10 has pulled me somewhat back to SCP.  Little things like the FS1 weapon data and that goddamn treb were easy to do, but I'm curious if anyone else would use them.  Since SCP appears to be remarkably stable at the moment and the new media was just released, many people are starting on the FS train for the first time and obviously for them tbm edits are out of the question.  I found most of this stuff digging through my vast pile of SCP stuff from back in the day, and I'm big on sharing.

The recently-active thread elsewhere about how lame it is to constantly pick off capital ship turrets with contemptuous ease prompted me to edit the relevant mission again to allow me to keep the 'not immune and weapon-balance destroying' Treb while not offending 'purists' who claim it makes crippling the Sathanas too hard. :)

I'm certain many other longterm users have a bunch of similar four-line tbms they use to 'tweak' the SCP experience in various ways.  Is this sort of thing worth discussing or hosting, for those who can't modify it themselves?


 

Offline Stormkeeper

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Re: Is it worth releasing private mods?
That depends. Is the red Apollo three times faster?
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Offline castor

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Re: Is it worth releasing private mods?
I think these can be useful if sufficient ducumentation is included (so its easy to see what was needed to accomplish something).
Maybe less usefull if its just a zip packed with random tables.

 
Re: Is it worth releasing private mods?
I agree; personally I think releasing tables (or something that requires table editing) is near-useless.  Everything I use is nicely packaged in vps (once I re-learnt how to make the damn things, lol) because I give them to new users and 'drop it in there' is more useful than 'edit xyz to be abc and then place it in the jfk'.  Things like the multi-Treb + edited mission to allow sensible Trebs everywhere BUT the one mission they're critical are way beyond casual users, so this is essential.

 

Offline Spoon

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Re: Is it worth releasing private mods?
That depends. Is the red Apollo three times faster?
only if yu bought it using yo-ur special creditcard.
 


(Whats up with this sudden "your mom" business?)
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

  

Offline Stormkeeper

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Re: Is it worth releasing private mods?
only if yu bought it using yo-ur special creditcard.
 


(Whats up with this sudden "your mom" business?)
Sometimes I wish we got Char stuff in Singapore.

In any case, if you mean table edits, its your choice to release it or not. Mods don't have to be major to be nice. As long as people understand how to use them, and it is 100% yours, then I don't see why not.

.. Its April's Fools. All yo-us have become your mom
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Offline Mad Bomber

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Re: Is it worth releasing private mods?
only if yu bought it using yo-ur special creditcard.
 

NOOOOOOOOOO!!! DON'T STOP!!

.. Its April's Fools. All yo-us have become your mom

I'll have to use "ye" instead I suppose.
"What the hell!? I've got a Snuffleupagus on my scanners! The Snuffleupagus is active!"

 

Offline Commander Zane

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Re: Is it worth releasing private mods?
It'll go away tomorrow anyway.

lol @ credit card.

 
Re: Is it worth releasing private mods?
well, if it was not an april fool prank, i would use it. I like some variations in my FS2.