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Made in us
Wicked Canoptek Wraith




https://steamcommunity.com/app/489630/discussions/0/1744521521326308635/

Can you incorporate the Too many voices mod into the game? PLEASE!?!?!


I would like to and have tried, but there are a lot of challanges associated with it, including very strict GW policies.[u] Perhaps something can be done later down the line.


Yeah, so this is from the devs of the game itself, so whoever said GW doesn't care about their IP and lets anyone do anything they want with the lore is wrong.

So...

Arson Fire wrote:
They're incredibly protective when it comes to people using their IP without asking them, but once you've got permission, anything goes.


You are wrong : ),
...and you should stop spreading misinformation!!!

This message was edited 1 time. Last update was at 2020/08/26 00:12:42


 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I've said this before in the thread, but it bears repeating: GW monitors everything that get's done with their IP. I know from first hand experience that they check everything, and if it exists, it's because they let it exist.

This message was edited 1 time. Last update was at 2020/08/26 00:12:51


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Decrepit Dakkanaut




UK

Adding mods into the core game comes with way more than just an IP issue.

First up many mods might "work" but won't necessarily work for all users, so there might be adjustments before a mod can go for the general public release.

Then there's the issue that a mod might rely on code from more than one person. This might be a clear cut situation or it might be a tricky mess where bits of code are owned by different people, some of which might not be involved with that mod specifically (its generic code made for a function that the modder has used).

It might even be that he mod is actually based on a different mod by a different modder and adjusted to suit its new purpose.

So the ownership of code and the legalities of using it can become a minefield for a developer.




Then there's the issue of the floodgate aspect. Letting one modder's work in can result in loads more screaming at favouritism if their mod isn't added.

There can also be issues with contracts and pay within the company. There might be restrictions on the firm regarding the use of 3rd party code within their software. It might also be that if the modder's code is used in a commercial game then the modder is due pay by the company. Suddenly it gets really messy and complicated!




In general developers are often cautious of incorporating modder content into their games; unless its a feature designed from the outset of the project. Or one where all major investors/stake holders within the firm are quickly on board with the idea and want to push forward even with the risks/additional legwork etc...









In other news - Gladius - where are my four legged necrons - where are my three legged necrons?!

This message was edited 1 time. Last update was at 2020/08/26 00:22:53


A Blog in Miniature

3D Printing, hobbying and model fun! 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 Overread wrote:
So the ownership of code and the legalities of using it can become a minefield for a developer.
Which is a very good reason not to immediately incorporate mods into the actual game, no matter how good they are. Those sorts of things have to be handled very carefully.

And as far as mods vs IP goes, I know that CA is very strict about the mods. Putting other IPs into Warhammer Total War Mods (ie. LOTR or GOT) is a massive no-no for them. Such creations risk their relationship with GW.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Wicked Canoptek Wraith




What does legal issues with mod content have anything to do with very strict GW policies? : \

I was refuting a claim by another poster that officially licensed gw products cannot be used for lore purposes because GW doesn't give a crap about anything other than making money.

This message was edited 1 time. Last update was at 2020/08/26 01:05:23


 
   
Made in us
Towering Hierophant Bio-Titan




Mexico

They are usually considered "lower" lore when they contradict anything else, like Space Marine contradicting Space Marine lore.
   
Made in us
Terrifying Doombull




roboemperor wrote:
What does legal issues with mod content have anything to do with very strict GW policies? : \

I was refuting a claim by another poster that officially licensed gw products cannot be used for lore purposes because GW doesn't give a crap about anything other than making money.


Because a vague allusion to GW policies on a completely different subject doesn't say anything about lore produced in house for video games.

Mod content is being discussed, because that's what the 'GW policies' are referring to.

This message was edited 1 time. Last update was at 2020/08/26 03:25:17


Efficiency is the highest virtue. 
   
Made in us
Wicked Canoptek Wraith




I'm just bummed that Gladius made it clear that tyranids can't use/convert/digest any necrodermis.

Sucks.
   
Made in gb
Decrepit Dakkanaut




UK

A species that hyper evolves is never in a static state

A Blog in Miniature

3D Printing, hobbying and model fun! 
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

Also Tyranids preying on Necron tombworlds suggest they can. Fill it as one more inconsistency.
   
 
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