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-   -   Nation Library (http://forum.shrapnelgames.com/showthread.php?t=42291)

chrispedersen February 27th, 2009 03:30 PM

Re: Nation Library
 
Yeah, I'm willing to do that. I'll post in that forum.
I'd be kind of interested in that game as well but I'm at my limit of 5.

Endo, you interested in taking over for Fakey in Human War - he has a solid position.

Endoperez February 27th, 2009 04:55 PM

Re: Nation Library
 
Sorry, but I won't have access to my Dominions installation for at least a week. I already have plans for my winter break: snes emulator and Chrono Cross. That damn Golem! ;)

pyg February 28th, 2009 12:15 PM

Re: Nation Library
 
So I'm feeling quite good about Kailasa and LA Ulm being reasonably good copies now. I would appreciate any tips about how to remove pretenders from a nation choice as that is currently the only known bug... maybe we can call it a feature ;) Would very much appreciate testing and bug finding.

I think I can do new nations in about 30 minutes to an hour now that I have the hang of it. It's a lot of reference jumping, between the manual, the game, the database, and various other mods and posts. Also there isn't support for dominion effects yet which will take a little more time to implement when I get to a nation with it. Kailasa and LA Ulm don't have any right?

If people would like to start more multi same-nation games I currently have energy to do up the nations before the game. This offer expires in two weeks as I will be quite busy then till next winter. These games don't have to be limited to just one nation. You could 3 of one and 5 of another and 4 of another. Could do Era wars or something EA -vs MA -vs- LA of a given nation...

chrispedersen February 28th, 2009 01:14 PM

Re: Nation Library
 
Bravo pyg, is all I can say...
But if you want a suggestion - start with late age. Fewest nations in that age and it might encourage others to help. Although, 30 minutes is pretty amazing.

lch February 28th, 2009 01:34 PM

Re: Nation Library
 
Quote:

Originally Posted by pyg (Post 677340)
So I'm feeling quite good about Kailasa and LA Ulm being reasonably good copies now. I would appreciate any tips about how to remove pretenders from a nation choice as that is currently the only known bug... maybe we can call it a feature ;) Would very much appreciate testing and bug finding.

See your problem before... give the pretender you want to remove from the pool a tag to be a restricted god for independents, nation number 25 or something?

pyg March 1st, 2009 12:04 AM

Re: Nation Library
 
Just to show how simple it is to put a mod together with this new framework, the following snippet creates a mod of 3 Kailasa and 3 LA Ulm players. The posted version of dmg.py has not been updated yet, and won't be for a bit as I'm still working on it.

Code:


#!/usr/bin/env python                                                                                                     
# -*- Mode: Python; tab-width: 4 -*-                                                                                       

from dmg import D3MNation, D3M
from dmg_nations import *

era = 1
new_mod = D3M(era = era, modname = "AnyAny Kailasa/Ulm")
new_mod.remove_default_nations()
new_mod.add_nation(EA_Kailasa.get("My Kailasa", None))
new_mod.add_nation(EA_Kailasa.get("No, My Kailasa", None))
new_mod.add_nation(EA_Kailasa.get("Going Bananas", None))
new_mod.add_nation(LA_Ulm.get("CountCountCount", None))
new_mod.add_nation(LA_Ulm.get("Ulm, are you, ulm, sure?", None))
new_mod.add_nation(LA_Ulm.get("ULM FANATIC", None))
print new_mod


pyg March 1st, 2009 12:41 PM

Re: Nation Library
 
Well I'm certainly filling up this thread with my thoughts... so I'll just keep doing that!

If only been modding for about a week and am still learning a lot. I've recently become mostly certain that there is no way to copy certain dominion effects of certain nations inc. LA Ermor, LA R'yleh, MA C'tis, MA T'ien Ch'i, and probably a few others I don't know about. If so, I am not as interested in this project anymore as it means it will be permanently incomplete. I also have certain other complaints, like why only 799 newmonster unit ids? I'm bending over backwards to work with such a limited range. Why not, for example, a 64 bit integer or (~800 < something < infinity). Many other modding variables also have very narrow ranges. Wow, I really sound whiny.

Anyway my random nation generator using units from the independents is still pretty fun.

lch March 1st, 2009 01:34 PM

Re: Nation Library
 
As for the "why those limitations on the available ID ranges", because that would directly increase turn processing times, everywhere. The game loops through those available IDs in a lot of places during turn processing. Before you can expect to have almost no limits to modding, there would have to be better data structures in the game.

Endoperez March 1st, 2009 06:38 PM

Re: Nation Library
 
Quote:

Originally Posted by pyg (Post 677537)
I also have certain other complaints, like why only 799 newmonster unit ids? I'm bending over backwards to work with such a limited range. Why not, for example, a 64 bit integer or (~800 < something < infinity). Many other modding variables also have very narrow ranges. Wow, I really sound whiny.

Only 800? Wow, that has really dwindled down. I wonder how many units have been added since release?

Any way, most modding limits could be circumvented if there was an easy way to separate mods by age. As an example, if mod doesn't use any Early or Middle age nations, that's several hundred unit IDs that are now free. I don't think anyone has made a list that shows what IDs are only used in a spesific era, but it shouldn't be too difficult.

I think LA Ermor can be duplicated, after the last public patch. It added commands for lots of dominion-related things. You are right, though, there are many small and not-so-small dominion effects that are often forgotten about. Abysia spreads heat outside their dominion, some nation(s) does the same for cold, Arcoscephale gets better scout reports inside friendly dominion, MA Agartha's dominion increases hitpoints of constructs...


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