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-   -   modding, getting started? (http://forum.shrapnelgames.com/showthread.php?t=18684)

gladestrider April 11th, 2004 04:13 AM

Re: modding, getting started?
 
Quote:

Originally posted by Spacepain:
RTFMing again, and I noticed the comand
#nothemes (or something close to that)
It doesn't make any themes playable for said nation.

This command sort of implies the ability to mod themes, but I didn't see any commands to influence this. Rather peculiar to me. Is this an indicator of future additions to modability?

<font size="2" face="sans-serif, arial, verdana">I don't know about their future intentions, but at the moment I use that to turn off themes for when I modify a race. I recently modded Ermor into Mordor for the LotR map and turned off themes because they didn't really fit in with the flavor.

I believe it's possible to force a nation to take a particular theme, which may be handy b/c some themes have more national heroes than others. I haven't actually done that, though. However, I'm not aware of any way to actually mod a theme.

A walkthru might be nice, but I'll settle for decent documentation--updated weapon/armor/unit lists with IDs. That's been the big PITA for me. (disclaimer: I have not yet read the 2.11 modding.pdf)

As for adding new nations, I'm not sure it's necessary--that would have to be a really big game to have all 18 nations already active. It's fairly easy to turn on/off a mod.

gs

Spacepain April 11th, 2004 05:46 PM

Re: modding, getting started?
 
With adding new themes though, u'd be able to essentially create entire new nations, and not have to worry about everything hard coded into the game.

Psitticine April 11th, 2004 08:12 PM

Re: modding, getting started?
 
The modding manual is going through a major rewrite/edit that'll hopefully make it a bit more accessable for beginners.

It'll be maintained through new Versions as well, so suggestions from everybody on improvements will be welcome.


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