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

Saber Cherry October 7th, 2003 02:14 AM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
Editing a spell's stats would achieve the same goal as being able to remove them. Don't like Summer Lions? Change the cost to 500 gems. Mind Duel? Change it to 100 gems, and I suspect it will never again be cast in combat.

Edi October 7th, 2003 07:15 AM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
As for weapon editors and such, I've one question related more to Dominions-PPP than DomII: Is there a comprehensive master list of all weapons and armor available in Dom-PPP somewhere, because the list given in the mon_edit.pdf was more of a guideline than a really comprehensive one. Would be nice to know. http://forum.shrapnelgames.com/images/icons/icon7.gif

Edi

Mortifer October 7th, 2003 09:02 AM

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

Originally posted by Saber Cherry:
Editing a spell's stats would achieve the same goal as being able to remove them. Don't like Summer Lions? Change the cost to 500 gems. Mind Duel? Change it to 100 gems, and I suspect it will never again be cast in combat.
<font size="2" face="sans-serif, arial, verdana">Well maybe we will have the power to do these. http://forum.shrapnelgames.com/images/icons/icon12.gif

DominionsFan October 7th, 2003 06:01 PM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
Yup. http://forum.shrapnelgames.com/images/icons/icon6.gif

MStavros October 7th, 2003 11:10 PM

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

Originally posted by Mortifer:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Saber Cherry:
Editing a spell's stats would achieve the same goal as being able to remove them. Don't like Summer Lions? Change the cost to 500 gems. Mind Duel? Change it to 100 gems, and I suspect it will never again be cast in combat.

<font size="2" face="sans-serif, arial, verdana">Well maybe we will have the power to do these. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yes, "spell editing" would be a neat feature.
((If we can disable spells only, that is all good as well.))

Gandalf Parker October 7th, 2003 11:18 PM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
I know Im a party pooper but I think editing spells would be too far. I want people to enjoy the game but I dont want everyone playing different games. http://forum.shrapnelgames.com/images/icons/icon7.gif

Maybe a switch or a game-setting in the menu that would allow for a general raising of spell costs that use gems. That I would like.

Mortifer October 7th, 2003 11:29 PM

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

Originally posted by Gandalf Parker:
I know Im a party pooper but I think editing spells would be too far. I want people to enjoy the game but I dont want everyone playing different games. http://forum.shrapnelgames.com/images/icons/icon7.gif

Maybe a switch or a game-setting in the menu that would allow for a general raising of spell costs that use gems. That I would like.

<font size="2" face="sans-serif, arial, verdana">Yes editing spells is a bit too much. But disabling spells is a must have if we talk about spells.
If we cannot disable spells, we cannot make good scenarios.

Saber Cherry October 8th, 2003 12:34 AM

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

Originally posted by Gandalf Parker:
I want people to enjoy the game but I dont want everyone playing different games. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Why not? If somebody would enjoy the game more with mind duel costing 1 gem instead of just fatigue, how does that bother you?

Gandalf Parker October 8th, 2003 03:25 AM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
Disabling spells sounds good. I dont want to jinx Dom 2 before its even out <knock on virtual wood> but there were some spells which caused alot of discussion in Dom 1. I think we might have been happy with an option to just remove the use of certain spells that caused imbalance arguments. It would be a way to agree on a "temp fix" until a patch arrives.

DominionsFan October 8th, 2003 09:18 AM

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

Originally posted by Mortifer:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Gandalf Parker:
I know Im a party pooper but I think editing spells would be too far. I want people to enjoy the game but I dont want everyone playing different games. http://forum.shrapnelgames.com/images/icons/icon7.gif

Maybe a switch or a game-setting in the menu that would allow for a general raising of spell costs that use gems. That I would like.

<font size="2" face="sans-serif, arial, verdana">Yes editing spells is a bit too much. But disabling spells is a must have if we talk about spells.
If we cannot disable spells, we cannot make good scenarios.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I agree too. Disabling spells is the best what we can get and yes it is a must have as youve said. Editing spells is pointless, because if you want to make a mod, you just choose out the spells what you will need, and simply disable the rest. There is a huge spell arsenal in Doms II. so it won't be a problem. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 08, 2003, 08:19: Message edited by: DominionsFAN ]


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