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Re: how modable ?
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We will probably not incorporate themes from players in the game, but mods we like might become recommended and put on our website (when it is more representable). |
Re: how modable ?
OK I know I never speak for a majority, and its probably too late for this....
(pardon me if this was covered somewhre else already) Mods will change how Dom2 plays ALL maps? Change the internal units themselves permanently? So if I made that change to a sprite and a summoning site or nations starting site then thats what I would get in every game I play whether solo or multiplayer? At best, that seems like it would be very confusing. At worst, abuseable. My personal opinion (for what its worth) is that Id much rather they were external files (especially since then I can play with a generator RandomMapCult RULES!). Better yet have it work completely from expecting the files to be specified in the .map file and found in the maps directory. Maybe in the game-save directory. Or a directory for each added theme off of a directory such as maps. Such as #newtheme 3 "Arthurian.txt" which can have all the info on which man theme to replace, file names for images of Arthur and Merlin (replacing old one-eye as a hero), names of knight heroes, adding Excaliber, /etc /etc. If you needed to add blank placeholders into the game such as another 100 units saying "this space available" to make this work then thats OK with me. I can program around those numbers. But Id rather a mod didnt permanently change game things. [ December 05, 2003, 15:57: Message edited by: Gandalf Parker ] |
Re: how modable ?
Indeed, I'd like to echo Gandalf's thoughts.
I would like to add new themes to races and leave players with all options. I don't want to overwrite what is already there. I want to add MORE to the game, not replace what is there. If adding requires subtracting, it's a harsh sacrifice that drains the purpose of such efforts. It's hard to tell exactly what the situation is from the little description we have, so it's possible our worries are unfounded. Still, it's best to get this stuff out in the open, so everyone can be informed. http://forum.shrapnelgames.com/images/icons/icon7.gif [ December 05, 2003, 16:11: Message edited by: apoger ] |
Re: how modable ?
Yup. If mods can rewrite the core game with unreversable changes I am not going to even try a single one, I want my game to stay 'pure' for MP purposes.
If they are just boxes that you can tick on/off when launching a game then it's a different matter. [ December 05, 2003, 16:28: Message edited by: Wendigo ] |
Re: how modable ?
They are toggleable. No need to worry.
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Re: how modable ?
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THANK YOU. What about the other points? Its going in the /dominions2 directory? Or map/game specific? A new directory? It does need to replace one of the 1010 units? Can we get unit ID on the unit display? Or turned on with a keypress? Should we start developing a list of not-in-the-game units? That will be really hard to do without some sort of in-game ID. Even with it. There are 4 or 5 Versions of the red dragon, I dont know which ones are used where. Many knights that all look the same. Will some blanks be added? (sorry if Im pestering you in territory you havent entered yet) |
Re: how modable ?
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Or for building the leader of the independents. I did that using Man. Without his special units he is pretty much just the same units as independents (him or Ulm). I have one random game I play in Dom1 where I kill Mans god, remove his specials, give him ownership of provinces with structures scattered all over the map. Basically I set him up as the King of the Independent Provinces. |
Re: how modable ?
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For a starting point on making tga for new pieces look at references Ive made elsewhere about screen capture. You can use your print screen button to grab the screen while inside a dominions game (such as the image of a knight) then you can paste it into a paint program to make slight changes for your own pieces. The only thing I didnt notice in the files was a way to make a new hero or maybe to temporarily overwrite one of Mans |
Re: how modable ?
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THANK YOU. What about the other points? Its going in the /dominions2 directory? Or map/game specific? A new directory?</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">In dominions2/mods directory. Quote:
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[ December 10, 2003, 14:53: Message edited by: Daynarr ] |
Re: how modable ?
Further note to modders to be: A human is 32 pixels in height.
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