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-   -   Mod: Magic Site Mod version 1.00 (http://forum.shrapnelgames.com/showthread.php?t=41189)

Gandalf Parker December 7th, 2008 03:34 PM

Re: Magic Site Mod version 0.80
 
Well we could always shift to a randomizing program. :)
Yeah I know. My love for chaos is showing. But you could write a program where the features of each site could be selected randomly within fairly reasonable limits. Let it rewrite the mod for each game you play.

Im already working on one to rewrite a mod and have it create new nations to play against each time. I was going to have it randomly select sites for the start sites but I might take a stab at having it write its own just to see how that works out.

Gandalf Parker
--
All Hail Eris the Goddess of Chaos

Ballbarian February 22nd, 2009 01:11 PM

Re: Magic Site Idea Thread
 
Endoperez,
Thanks for all of your work on this. I finally have a chance to consider starting a new game of Dominions (the first in some time!) and had been sporadically following your progress over the past three months. Looking forward to including this in my game.

Quote:

Originally Posted by Gandalf Parker (Post 657361)
@Honeybadger
I forgot to agree with the SemiRand thing.
Actually I have a number of ideas where expanding SemiRand to do mods might be alot of fun. SemiRandom new monsters, SemiRandom new magic sites, SemiRandom new pretenders, SemiRandom new nations
HEY BALLBARIAN! Lookee lookee :wave:

It took two months, but I finally saw your post. :p
I may try to incorporate some support for magic site & monster mods into SemiRandom. I have not given it much thought yet, but I do think that it would be nice to be able to assign custom sites & critters to a custom province. That combined with the new map commands that JK has in line for the next patch will add a lot of flexibility to province design. I will not go into any detail here as I do not want to derail Endo's thread.

Ballbarian February 22nd, 2009 11:46 PM

Re: Magic Site Mod version 0.80
 
2 Attachment(s)
Endo,
Unless I fouled something up with my download, you don't seem to have a banner yet. I created a quick one for my own use, but here it is if you have need of it:

Endoperez February 26th, 2009 06:03 AM

Re: Magic Site Mod version 0.80
 
Thanks for that! I'll update the first post whenever the next patch comes out. I'll incorporate the banner at least then, and perhaps sooner.

Gregstrom March 17th, 2009 07:11 AM

Re: Magic Site Mod version 0.80
 
Ooh, ooh! The new patch is in, hurray! Can we have the banner now?

Endoperez March 18th, 2009 04:35 AM

Re: Magic Site Mod version 0.80
 
I'll update this very soon. I want to add a couple more holy magic sites, and then add the banner. I might do two versions, first with the new holy sites and units in that uses existing sprites, then an update that only changes sprites. As long as I don't change anything else, it won't cause any compatibility errors even if everyone doesn't update.

llamabeast March 18th, 2009 06:10 AM

Re: Magic Site Mod version 0.80
 
Would these two mods work correctly regardless of load order?

Sombre March 18th, 2009 09:31 AM

Re: Magic Site Mod version 0.80
 
Good point llama.

Why are you separating them anyway? To benefit people who have lots of mods on and are close to the sprite limit? That's just pyg isn't it?

llamabeast March 18th, 2009 10:23 AM

Re: Magic Site Mod version 0.80
 
Hmm, I don't understand either, I'd think it might be simplest to just have a single version.

Endoperez March 18th, 2009 12:43 PM

Re: Magic Site Mod version 0.80
 
One version had no #com sites, because they were units and hurt AI on the old version (armies of 200 Sorceresses?) One reason for the update is to remove the now-unnecessary version.


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