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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Nononononoooo!
It's ADOM orc that tastes like pork! [ September 25, 2003, 20:29: Message edited by: Nerfix ] |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Well I'm still voting that Caelum has its name changed to "Generic Elf Nation". http://forum.shrapnelgames.com/images/icons/icon12.gif
Even though they arn't elves at all... Maybe just change the turn processing screen into a little movie of an elf and orc doing the lambada together? http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
I'm in a mood of hurting myself and i have sharp objects near me...
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
At least it's not a kobold..they make me sick. And they just keep strutting around thinking their cool.
... ... .k. ... .k. ... k.. ... ... I should play adom again...i was just about to kill the elder chaos god with my absurdly powerful champion of law and i sorta stopped... And I was an ELF!!! or maybe a gnome...actually i think i was a gnome because nothing can compare to gnomes and elves. I think modding would be acceptable certainly but I find it VERY rare that a user made mod is as good or better than even a decent game. I wouldnt do much more than look at any mods created if they removed units at all. I'm quite a fan of the Dominions nations/spells/units and their balance. You mean Caelum aren't meant to be winged elves? But the winged elf race is awsome. And so are the Noldor (am I right? Is Noldor the race that Feanwe and Feanor and such belong to or am I not making sense). And Nerfix...my pretender in our PBEM is named from The Simarillion. Fingolfin is my favorite Tolkien elf. http://forum.shrapnelgames.com/images/icons/icon12.gif [ September 25, 2003, 21:30: Message edited by: LordArioch ] |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
LOL @ Nerfix. You are a very negative person, arent you?
If hes a LotR fan [me too http://forum.shrapnelgames.com/images/icons/icon10.gif ], and he want to make a LotR mod, what is your problem with that? *shrugs* http://forum.shrapnelgames.com/image...s/rolleyes.gif [ September 25, 2003, 21:43: Message edited by: Mortifer ] |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Elven Archers with 77 precision and Armor Negating bows. Oh, and of course it would be totaly balanced for you, because they are Elves and they have only 66613697 Hp, and that is mighty 1 Hp less than Elven Warrior has!
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Nerfix, stay tuned, my first doms II map will be set in Tolkien's world.
Hide your joy http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Rigth.
I would have never believed that Pocus will also go so deep that he will make map featuring Elves with ungodly stats. I hate mods because they are always made by some wannabe-game-developper-1337's who can't even alphatest their mods, make half-assed, unbalanced changes, add some buggy extra sprites, and behave like kings of the world after they have finished their "great project". |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Yeah whatever. I'm sure itching to see your migthy mod...
I have no delusions that i could ever make something actualy balanced, and i don't think that neither can you, and i have very litle faith on all you mod-dudez. I will now stop posting in this thread, potentialy in the whole board because Shrapnel relase has atracted GFX worshipping whining idiots here. |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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And I only talk about "rules" mods, many other games just benefit for additionnal/redone artwork. Anyway noone forces anyone to use mods : you don't like them, then ignore them. Mod-lovers/Modders just want to be able to mod, why bash them for it ? Illwinter will decide what openness they put in the game, it's pointless and somewhat trollish/stupid to ask for no moddability... http://forum.shrapnelgames.com/images/icons/blush.gif Edit : didn't read all of Nerfix' post before replying, Nerfix quit also ... Sad 'cause he was Dom2 betatester, a real fan and veteran, and had insights and ideas, but he was maybe somewhat too much intolerant... http://forum.shrapnelgames.com/images/icons/icon9.gif [ September 25, 2003, 22:39: Message edited by: PDF ] |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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And I only talk about "rules" mods, many other games just benefit for additionnal/redone artwork. Anyway noone forces anyone to use mods : you don't like them, then ignore them. Mod-lovers/Modders just want to be able to mod, why bash them for it ? Illwinter will decide what openness they put in the game, it's pointless and somewhat trollish/stupid to ask for no moddability... http://forum.shrapnelgames.com/images/icons/blush.gif Edit : didn't read all of Nerfix' post before replying, Nerfix quit also ... Sad 'cause he was Dom2 betatester, a real fan and veteran, and had insights and ideas, but he was maybe somewhat too much intolerant... http://forum.shrapnelgames.com/images/icons/icon9.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I agree with you. Well said. As for Nerfix...he sounds like an idiot. Who cares, if he won't post. All of his replies in this thread were full with idiotism. http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Nerfix was not Dom2 betatester... he is good at ferreting out info from their Dom2 update log though http://forum.shrapnelgames.com/images/icons/icon12.gif
I don't think he'll really quit the forums for very long though, as he is a self described addict. I don't get the hostility towards mods and modders though, I mean you don't have to look at, let alone play, with any mods. I suppose an arguement could be made that the devs would spend too much time making the game more moddable, and less time finishing the game, but at this point I don't think thats a very strong arguement. I dunno, mods are generally good things, most mods are crap, but theres always a few that manage to make the game more interesting for individual styles, besides I'd assume that most if not all MP is gonna be with Vanilla until people have had time to figure out any balance issues they feel are needed, and seemingly Illwinter is good at making many of those changes official anyway. I'm hoping for greater ability to script and make maps, rather than all out modding though http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Well er....Nerfix's replies werent very creative, I must admit that. http://forum.shrapnelgames.com/images/icons/icon10.gif
In fact...he had no points, that is true as well. As I said, the best would be to allow the players to make mods, if they want, no players are forced to play with any mods. Just think. A LotR mod for example, would be very interesting and useful, since lot of players are huge LotR fans. Balance? If you spend enough time to balance your mod, it can be perfect. To me this isnt a question. Players should be allowed to make their little world. Why to put in limits? If Illwinter will be able to release the tools, databases etc. than why not? Mods are keeping the games and communities alive. Trust me in that. |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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I am a bit scared of what people might do to my little game if it was freely moddable http://forum.shrapnelgames.com/images/icons/icon9.gif , but on the other hand I believe most people would prefer to play on serious mods. Survival of the fittest so to speak. And if people like to create SP scenarios where balance is screwed I shouldn't worry (I tell myself). |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Modding also has a lot more uses than fixing balance and other issues. In fact, if modders are spending their time 'fixing' balance issues, then that's a sign that there's something deeply wrong with the game... and from what I've seen so far of Dom I, I don't think this is likely to be a problem for Dom II. http://forum.shrapnelgames.com/images/icons/icon7.gif
The real purpose of modding in a well-designed game should be to add things that the developers either never thought of, or didn't have time to implement. Having the creativity of hundreds of people to draw on can only improve a good game in the long run. I would also like to see more options added to Dom II for modding, but the idea of waiting for a patch to get them doesn't bother me either. Think of all the things you could do with good modding tools... new nations, new pretender gods, new themes, etc. A group of dedicated modders could expand the variety of the game far more in a short time than a small number of developers could hope to do in years... [Edit: @ Kristoffer, who slipped in ahead of me - I know exactly how you feel. I love to create new maps and scenarios for games, and in the Last year or two I've gotten pretty heavily into modding for various games. I also understand your fears about what people might do to your 'baby'. http://forum.shrapnelgames.com/images/icons/icon7.gif All I can say is, give us the tools and we'll be gentle... we may even surprise you... http://forum.shrapnelgames.com/images/icons/icon12.gif Oh, and since this is my first post here, I probably should have mentioned that I just recently found the Dom I demo, and I'm loving it. I'm very much looking forward to seeing what you do with Dom II... whether I get to gut it and mess around with its innards or not... http://forum.shrapnelgames.com/images/icons/icon12.gif ] [ September 25, 2003, 23:04: Message edited by: Bard of Prey ] |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Yes, modding/editing is an awesome part of gaming. I have seen incredible mods, and they were lot better than the vanilla game, and they were perfectly balanced.
The developers must give us the ability to mod this wonderful game. It is fun for us, and fun for everyone. I am very happy that Aristoteles plan to make a LotR mod, I am a fan of the tolkien world as well. The possibilites are endless, if the modding tools will be good enough. More Diversity = More Fun [ September 25, 2003, 23:07: Message edited by: MStavros ] |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Kristoffer, I think that it isnt illegal. There are lot of games with LotR mods, maps etc. Check out civfanatics for example, there are loads of maps, units etc. from LotR.
I will make a DoM II. mod fansite with own Boards, when we can start modding, so I will be able host the maps, unit gfx, etc. |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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A site with Phpnuke would be excellent! You can rate everything in it, posting comments directly, etc. etc. |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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A site with Phpnuke would be excellent! You can rate everything in it, posting comments directly, etc. etc.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Hrm, that sounds like a good idea. I have no idea that how to setup PhpNuke, but my host supports PhP + MySQL as well, so that shouldnt be a problem. Er but first, let us wait for DOM II, and the mod tools. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
@ Kristoffer and Mortifier - Thanks guys! I think I might have just broken a record for quickest 5 star rating... (I've been registered on the board for about 20 minutes... lol).
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For an individual not connected with the developer, you're probably safe. The worst that's likely to happen is you get a 'cease and desist' order telling you to take the mod down. A game developer (or publisher) is more likely to get sued... |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Yup, developers must avoid from things like that. We, independent players are very different. http://forum.shrapnelgames.com/images/icons/icon7.gif
Thanks Mortifer, I can help you, if you will setup a site with phpnuke. Damn, I can't wait for DOM II, and of course: the modding tools! http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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And I only talk about "rules" mods, many other games just benefit for additionnal/redone artwork. Anyway noone forces anyone to use mods : you don't like them, then ignore them. Mod-lovers/Modders just want to be able to mod, why bash them for it ? Illwinter will decide what openness they put in the game, it's pointless and somewhat trollish/stupid to ask for no moddability... http://forum.shrapnelgames.com/images/icons/blush.gif Edit : didn't read all of Nerfix' post before replying, Nerfix quit also ... Sad 'cause he was Dom2 betatester, a real fan and veteran, and had insights and ideas, but he was maybe somewhat too much intolerant... http://forum.shrapnelgames.com/images/icons/icon9.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Nerfix : Your problem lie in Tolkien stories then. What does it bother you that Elven Lords are so powerful? They are being directly created by a god. I suppose the whole heroic fantasy them bother you then. Why you would accept more the existence of powerful demons, and not elves then? so in essence, mocking at the power of elves, dwarves, whatever, is totally illogical for a guy which like heroic fantasy like you do. |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Perhaps because i have this huge pentagram in my basement...
http://forum.shrapnelgames.com/images/icons/tongue.gif And as far as my knowledge goes, Elves are just mortals. Well, immortals, but i think they can be killed, even though i don't remember that any Elves would die in World's Offical Tar-Drinking Boo...errrr... I mean LoTR. And as far as i know, i'm not a "heroic fantasy guy". [ September 28, 2003, 08:11: Message edited by: Nerfix ] |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Who cares, that what is Nerfix's problem? Frankly, I don't. http://forum.shrapnelgames.com/images/icons/icon8.gif
Why the heck is he still posting in this topic? Mindless person. http://forum.shrapnelgames.com/images/icons/icon8.gif |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
What is your problem?
Can't you accept that some people dislike mods, LoTR and the combination of those two? And i don't care about your problems either. "Bad" GFX and lack of modding are the two most pathetic things to whine about, especialy if the game is as good game as Dominions II is. [ September 28, 2003, 09:24: Message edited by: Nerfix ] |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
What is it with you two?
As a developer I am more interested in hearing the pros and cons of modding than hearing insults and accusations. Please, try to be civil. |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Stop flaming! I must admit one thing. Nerfix had no points, that why modding is bad. He don't like it. Period.
Nerfix, if you cannot post anything constructive here, than please stop visiting this thread. Aristoteles is right about this. You told us 10 times that you don't like modding. We know it, you don't have to worry. http://forum.shrapnelgames.com/images/icons/icon12.gif Kristoffer - You heard lot of opinions that why modding is good, I don't think that we need more examples. Why modding is good? Let's see: - Giving a long life to the games. [Example civ3.] - More diversity - Creative, good, enjoyable mods are making the game LOT more fun - You can make your own little word, you arent forced the play in the original game world - No limits, do what you want! Release your mod to the public, discuss about it with the others, let others to help you making it even better, or just keep it yourself! All is up to you. - Balance what you want. You dont like something? Change it! Why not? Lot of pros! If someone will release a bad mod, what is the problem with that? You download it, try it out...if its bad you can deleting, or just make comments/suggestions about it, that what should be fixed/updated. Modding is giving the biggest fun for gaming communities. That is no question. If there are players, like Nerfix, who dont like the mods, why is that a problem at all? They wont download and play mods, big deal. That isnt the modders problem. [ September 28, 2003, 10:59: Message edited by: Mortifer ] |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Illwinter, do you realy want to see your game, the fruit of your hard work being raped just like that? It is your game, you don't need to give up to all these mod-dudez.
For the cons of modding: -They make the life of MP players hard, and Dominions II is all about multiplaying -Do you need mods? I understand mods that fix balance issues IF the developpers themselves don't want to fix them. A well balanced game doesn't need mods that would fix balance issues. -It is their game, not yours. Make your own games if you don't like Dominions II! I could actualy use mods if they would offer me something, like negleted balance fixes because the developpers "have worked almost 4 hours per day with this game!!!". IMHO, Dominions II doesn't need mods, if you are unhappy with Dominions II, make your own game, and that making non-modable games is a show of willpower and courage in these days of warez,haxors and modz. If you keep the game un-modable, i'll be very proud of you. But it is your game, the result of your hard work, you can do anything with it. |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
I vote for modding indeed! I love to play with mods, for all games. There are many mods with outstanding quality.
We need mods in Dominions 2. Please release the tools for it. |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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I rated you for 1 star as well now. You must be either very young, or just a mere fool. http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
*deleted double post*
[ September 28, 2003, 11:49: Message edited by: johan osterman ] |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Oh sure i am young, but i am also an idealist.
WE, i'll now leave this thread and suggest that you change this threads name to "The Dominions II raping thread". You are just so pissed off because you may actualy NOT get your modding tools. You sicken me, you all sicken me deeply. [ September 28, 2003, 11:56: Message edited by: Nerfix ] |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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[ September 28, 2003, 11:58: Message edited by: Aristoteles ] |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
I agree. Unit/Nation/God editors are what we need first of all. http://forum.shrapnelgames.com/images/icons/icon6.gif
Spell Editor! WooT! That would rock! http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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And anyway the best "modding tools" are *no* tools, but external data files (text for all units/rules/script stuff, gif or other for gfx, wav/mp3 for sound/music, etc...). Best examples of that moddability are TW series or Europa Universalis series, they sport very good mods and fan-made tools http://forum.shrapnelgames.com/images/icons/icon7.gif And Hi Nerfix http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif ! |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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The key is that we need the ability to edit pretenders/nations/units...its up to the devs, that how. An additional spell etc. editor would be a great addidtion indeed, but it is not that neccesary. [ September 28, 2003, 13:21: Message edited by: Mortifer ] |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Hrm, one more thing. We need a 'mod launcher' or something like that, if that will be possible.
Example: We modify the game files, but all of those could be placed in a new directory! We could choose out, that what mod to play with that way, without overwriting the game files themselves. |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
I love to mod with database files! Its the real oldschool type of modding. http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon6.gif
Btw I agree with Aristoteles. A mod loader would be excellent. I dont think that it will be hard to script. |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
The fact is that a vast majority of players like the *possibility* of modding a game. Not for them, but for the 0.01 % of players which will try to modify the game. The debate of open games versus closed ones has been raging for years, but very few people still think that he has to be proven that mods are good for a games, and for the studio behind it(just go to game sites like gamedev.net ,gamasutra.com, the newsGroups on game design, etc., nobody would dare pretends that modding is bad for a game!). Just think Half Life and Counter strike (FPS), Neverwinter night (RPG) big fan community, which led to tremendous increase in selling (more than 4000 fan modules and universes have been done, with more and more player attracted), Civilization I, II, III (I think it has not to be proven that the huge fan communities helped these games be so 'persistent' on a market which is rather transient.
Often it has nothing to do with game balancing. Thats just that you cant have a game witch cover all topics and sub genres of a given genre. Be it Middle Earth or Melnibonee, you have nation names and definitions which are not covered by the actual dominions game. The point of the modder here would be to design scenarios which are more faifthful to the world they are working one. It has nothing to do with the scheme of reaping Illwinter of their good work. The thing most needed is perhaps the ability to modify unit stats, create new ones, and add them to a nation. Modding of a nation too goes with that. [ September 28, 2003, 13:40: Message edited by: Pocus ] |
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Aye, I am also sure that the ability of modding will increase the # of the sold copies.
As Pocus said, modding is attracting more and more people, also its fun to play in different game worlds, and not just in the original. PS. More than 100 replies in the thread alrady! http://forum.shrapnelgames.com/images/icons/icon6.gif [ September 28, 2003, 14:02: Message edited by: Mortifer ] |
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