MOD for DGen.exe?
#21

The biggest weakness of DGen has always been the need to manually edit text files. It deters all but the most committed people from making DGen campaigns.

Starshoy was once questioned about this on SimHQ but he didn't seem to understand the need for an editor, such as DCG has. (I think, in reality, he didn't want to be bothered by the need to update an editing program, in the way that Lowengrin does).

One example - to assign a skin in DCG takes a couple of clicks. For DGen, you must first find the map being used by your campaign, then the correct .DB file (not always easy), then copy the name of the chosen skin into the file using a particular protocol and then save the change. Do this 20 times and you soon find out what 'boredom' really means. :wink:
Reply


Messages In This Thread

Forum Jump:


Users browsing this thread: 11 Guest(s)