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-   -   Making mods for Dominions II. [Basic editing/modding discussion.] (http://forum.shrapnelgames.com/showthread.php?t=16417)

Endoperez October 1st, 2003 01:11 AM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
Nope. In newsGroups I used my hotmail address, j87joensuu, since I posted into them through google Groups.
I'm not sure where I got the name, but I logged to Runescape (mediocre MMORPG) using this a long time ago. I was reading the Groups at that time, so I might have gotten the "-perez" from there.
And I thought I had made up an innovative name! http://forum.shrapnelgames.com/images/icons/icon9.gif

Kristoffer O October 1st, 2003 06:58 AM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
No.

Nationmodding, if and when it is implemented, will probably work as a theme, but a theme where you can also change the name of a nation.

What a theme does at the moment is changing something or everything of a nation but the name, so implementing a thememodding with the extra addition of namechanges wouldn't be too difficult i believe.

Adding additional nations (more than 17) would be a much bigger problem. As would changing underwater nations into land nations and vice versa.

ywl October 1st, 2003 07:01 AM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
Quote:

Originally posted by Aristoteles:
Ok, but it will be hard for the devs to script something, what will give us the chance to change the names of the nations??
<font size="2" face="sans-serif, arial, verdana">Hmmm... Fire up a hex-editor and edit the binary of the program? Does that count?

I didn't try much. But I got it worked by changing the program data at only one place. So, I guess it should be reasonable easy for Illwinter to code the progame to read the nation names from a text file.

Pocus October 1st, 2003 07:32 AM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
Quote:

Originally posted by Kristoffer O:
No.

Nationmodding, if and when it is implemented, will probably work as a theme, but a theme where you can also change the name of a nation.

What a theme does at the moment is changing something or everything of a nation but the name, so implementing a thememodding with the extra addition of namechanges wouldn't be too difficult i believe.

Adding additional nations (more than 17) would be a much bigger problem. As would changing underwater nations into land nations and vice versa.

<font size="2" face="sans-serif, arial, verdana">some loosely related questions :
are always wondered, in which language you develop? C, C++, something else?
Are you an OOP fan? Thats ease program changes rather drastically...
What was the reason initially to internalize in the binary all the datas? answer can be : dont know http://forum.shrapnelgames.com/images/icons/icon7.gif

Aristoteles October 1st, 2003 09:09 AM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
Quote:

Originally posted by Kristoffer O:


Nationmodding, if and when it is implemented, will probably work as a theme, but a theme where you can also change the name of a nation.


<font size="2" face="sans-serif, arial, verdana">Great. This is what we need than.

MStavros October 1st, 2003 09:57 AM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
Themes or not, if we can modify the nations totally, change their names, and change the pretenders as well, than we can talk about making mods.

DominionsFan October 1st, 2003 10:47 AM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
Ye, plz allow us to rename the nations and to design new pretenders. http://forum.shrapnelgames.com/images/icons/icon9.gif

[ October 01, 2003, 09:47: Message edited by: DominionsFAN ]

Zerger October 1st, 2003 11:21 AM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
Quote:

Originally posted by DominionsFAN:
Ye, plz allow us to rename the nations and to design new pretenders. http://forum.shrapnelgames.com/images/icons/icon9.gif
<font size="2" face="sans-serif, arial, verdana">Agreed.

Rollo October 1st, 2003 12:40 PM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
not sure if it has been mentioned, yet. I recall it was misisng from one of the early lists of 'must-have' tools. IMHO, that should also include the ablity to mod magic sites.

Mortifer October 1st, 2003 09:57 PM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
Yeah, modding magic sites would be also a nice addition. http://forum.shrapnelgames.com/images/icons/icon7.gif


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