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-   -   Utility: Dom3 Unit Maker v1.07 (http://forum.shrapnelgames.com/showthread.php?t=33819)

Amos March 25th, 2007 05:58 PM

Re: Dom3 Unit Maker
 
Make monster is 1-5. Meaning "make monster 1" creates one monster, "make monster 2" creates two monsters etc. all working on the same character.

lch March 25th, 2007 06:21 PM

Re: Dom3 Unit Maker
 
I don't want to piss on your party, but why not program it in Mono? (a free alternative to visual C#) Then you'd have the tool ready for all operating systems: Windows, Apple Mac and Linux.

Dedas March 25th, 2007 06:23 PM

Re: Dom3 Unit Maker
 
Yeah, would it be possible to have a more linux friendly version?

paradoxharbinger March 25th, 2007 07:56 PM

Re: Dom3 Unit Maker
 
@ich / dedas

never heard of mono. aside from that, visual c# generated the thousands of lines of code required to setup and maintain all of the gui components. so if i can port c# code over to mono easily, then thats a possibility.

@amos

i didnt know about those makemonster 1-5 commands, the manual only lists makemonster1, i'll add them when i get a chance.

@foodstamp

yeah, just copy and paste. i'm thinking about putting an append option in there

lch March 26th, 2007 01:56 PM

Re: Dom3 Unit Maker
 
Quote:

paradoxharbinger said:
visual c# generated the thousands of lines of code required to setup and maintain all of the gui components. so if i can port c# code over to mono easily, then thats a possibility.

I don't know if there will be any work involved to get your software working on Mono right away or how much work it might be, maybe check the FAQ for that. The 2.0 branch in CVS does support .NET 2.0, and they're working on 3.0 compatibility, 1.0 is fully supported. You might want to have a look at http://mono.ximian.com/class-status/ for compatibility info for the class libraries, and try the Mono Migration Analyzer on your program.

BandarLover March 27th, 2007 11:32 PM

Re: Dom3 Unit Maker
 
This doesn't work for me. Says it 'failed to initialize' then asks me to close.

paradoxharbinger March 28th, 2007 01:02 AM

Re: Dom3 Unit Maker
 
you have to have the .net framework installed for it to run which you can get here

Foodstamp March 28th, 2007 03:47 AM

Re: Dom3 Unit Maker
 
I wrapped up a mod using the new unit maker.

Here are my impressions and a few bugs I found.

This was my first time using the unit maker to make a mod, so I was a bit slow with it, and I am not sure it saved me any time at all working on the mod. That being said, I think the more I use it, the faster I will get with it.

It did save me from the annoying typos I make that crash the game the first time I run a mod. http://forum.shrapnelgames.com/images/smilies/happy.gif

The weapon and armor list is very limited. I found myself adding weapons and armors after I had finished the unit in the creator.

You cannot enter negative values in the protection/resistance fields to create vulnerabilities.

Using "seduce" to create an ability like "#seduce 15" yielded "#seduce15" instead. I am not sure if this would have caused an issue in the game, i just added the space between the value and the command just incase.

Make monster is a tad limited, but that is no biggy.


Overall impression...

I love this tool. I am going to use it for now on. As I get better with it, I believe it will save me a lot of time, if it is not saving me time already. It eliminated the need for me to hunt down those first run typos I normally make thus saving me time and headache.

Excellent work, simply incredible!

BandarLover March 28th, 2007 09:30 AM

Re: Dom3 Unit Maker
 
I went to the link and downloaded .net, after install, the unit maker told me I needed .net framework v 2.0.50727. All I could find was 2.0 and even after downloading that it still won't work for me. I've a feeling it's because my PC is old and it's having issues running my recent XP upgrade.

Lesson in all this: I need a new 'puter.

Sombre March 28th, 2007 10:55 AM

Re: Dom3 Unit Maker
 
I'm too old skool to use this, although maybe I'll change my mind when I start work on several more mods at once.

If it was tied into the databases (in a future update maybe) and could reproduce 'mod language' versions of vanilla units I'd probably have to worship you as a pretender though :]


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