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-   -   slowing research (http://forum.shrapnelgames.com/showthread.php?t=36555)

Taqwus October 24th, 2007 07:28 PM

Re: slowing research
 
Possible, although it'd be a little funny if Oni researched as well as Loremasters. :p

Burnsaber October 25th, 2007 01:52 AM

Re: slowing research
 
Quote:

Arralen said:
Do it with all .. what .. 1234 mages in the game.
Including summons, indies and heros. Oh, wait - does the game engine take that many modding commands? http://forum.shrapnelgames.com/images/smilies/wink.gif

Who said that that yuo'd have to mod ALL mages? If you intend to play a EA game with 8 nations for example, just preselect who those 8 nations will be and mod their mages + some common indies. (Tribe Shamans, Lizard Shamans, Druids). If he finds any independent mages from magic siten, he can just alter the .dm file to include those too and continue the game.

It's not the best solution, but the only one I can see at the moment.

Micah October 25th, 2007 02:01 AM

Re: slowing research
 
If you do take the modding route you'll probably want to lower it by a % instead of a flat number, so that low-research nations aren't even worse off than usual (because taking away 3 RP from a starspawn stings, but 3 RP from a shaman and they're completely useless)

Sombre October 25th, 2007 04:30 AM

Re: slowing research
 
Is this for a SP game, a MP game? If it's SP you could just, you know, research less.

Zeldor October 25th, 2007 11:48 AM

Re: slowing research
 
But isn't it possible to simply mod the requirements for each level? So level 2 would cost like 1000rp? I think that's what he wants.

Sombre October 25th, 2007 01:20 PM

Re: slowing research
 
No, can't mod that.

Alneyan October 26th, 2007 09:41 AM

Re: slowing research
 
You could probably give a negative research ability to every single unit in the game, if you knew the range of unit ids; doing it by hand would be Tedious, but it should be straightforward to generate automatically. Well, assuming all possible unit ids are known in advance.

I don't think you could use percentages that way, though. Still, setting all mages to have only one research point, period, and then playing with the Magic research setting might do the trick for you.

Edi October 26th, 2007 11:25 AM

Re: slowing research
 
Unit ID range is currently 1-1917.

So autogenerating

#selectmonster x
#researchbonus -3
#end

for the lot should reduce all units to 0 research unless they had more than one magic path. Then you need to edit the researchbonus individuals back to what they should be and you're done. Or take away 2 points or whatever.

Makinus October 31st, 2007 02:26 PM

Re: slowing research
 
Quote:

Alneyan said:
Still, setting all mages to have only one research point, period, and then playing with the Magic research setting might do the trick for you.

Any easy way to mod that? That may do the trick...

llamabeast October 31st, 2007 10:11 PM

Re: slowing research
 
Er, yes, as it happens. It turns out that #researchbonus -20 (say) will leave them all with research of 1. So you just need to apply that to all units.

Do you know how to autogenerate all those lines? Can you code in Perl or Python or anything? If not I can do it for you.


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