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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
I reckon. Disabling spells will be very important for modders.
+ If you feel that some spells are unbalanced, you will be able to turn them off even. [ October 09, 2003, 12:42: Message edited by: MStavros ] |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Any news about the mod tools? I read it on the Boards, that Illwinter is working on one, but what will be in the mod tools? All the major ideas what we have posted here, will be implented?
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
I know that Im arguing with myself. Cant help it. Im an old debater type. I will discuss the underdog side of anything then if it looks like Im doing too well I will switch http://forum.shrapnelgames.com/images/icons/icon7.gif
Anyway, I was wondering concerning the DEMO question. Ive been arguing for the old demo method which limited what spells you could get and left out some units. I have a question for anyone on the other side of the argument (turn limits) and has access to all this modding stuff. If the demo includes the modding tools then couldnt the old method be slightly sidestepped using it? Could you write the missing stuff back into the demo? And even if the tools werent included, if the demo can play a modded map then couldnt someone create a downloadable map that does that? You probably already thought of this or its a stupid question considering the tools. Just thought Id ask. Would make a great argument for the turn-limit demo folks if it were true |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
The modding tools are still in alpha. They most definitely won't be in the demo, nor do I really have any idea when they'll be ready. Dom II was never built to have a structure friendly to modding, so I suspect the tools might take a little extra development time.
There's been no beta-testing of them at all yet, or even word that such testing might come soon. Because of that, there's not much data to pass on at this point. Hopefully, the tools (and/or the demo itself) will be done in such a way as to prevent using them to tamper with the demo's content. When it is time to beta-test the tools, I'll do my best to pry the top off the demo with them, just to be on the safe side. |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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I'm really happy to hear the news, though! Yay! Yatta! |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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I'm really happy to hear the news, though! Yay! Yatta!</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">WOOT! http://forum.shrapnelgames.com/images/icons/icon10.gif Hey may I be in the Mod tools beta team? I love modding! http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
[quote]Originally posted by DominionsFAN:
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
There would definitely be an NDA, and it'd be up to Illwinter and/or Shrapnel to decide if they wanted to add anybody to the beta-testing team at this stage. It'll also be a bit, as I say, before the issue will come up. My impression is that they've prioritized the tools due to popular demand, but I can't swear to that. Still, it'll take a little time to get them up and running, I'm sure.
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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.]
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