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-   -   how modable ? (http://forum.shrapnelgames.com/showthread.php?t=16656)

tkobo November 3rd, 2003 06:01 AM

how modable ?
 
Demo-is it modable at all ?

Full game -will we be able to make our own custom gods ?
Units ?
Items ?
Cultures ?

Can we alter save games ?

Will it be easy ? Or will we need programing skills ?

MStavros November 3rd, 2003 11:16 AM

Re: how modable ?
 
The devs are already working on the mod tools. No infos about the features of it..yet. http://forum.shrapnelgames.com/images/icons/icon7.gif

Particle November 4th, 2003 02:07 AM

Re: how modable ?
 
Yeap, however I think that the mod tools won't be released in the next few weeks, if you know what I mean. http://forum.shrapnelgames.com/images/icons/icon12.gif
there are lot of important things to do for the devs, like tweaking, balancing, bug fixing, improving the strategic AI...and the list continues.

Vger December 3rd, 2003 08:41 AM

Re: how modable ?
 
Hi,

I'd like an answer to tkobo's questions as well. I was going to post a separate thread, but thought I'd bump this one, instead.

Having just watched the Mummy Returns again, I'd love to do my Version of of the Scorpion King, Amonhotep and an Egyptian theme/nation.

Thanks for any and all information, IW.
V'ger gone


>>>>>
Demo-is it modable at all ?

Full game -will we be able to make our own custom gods ?
Units ?
Items ?
Cultures ?

Can we alter save games ?

Will it be easy ? Or will we need programing skills ?
>>>>>

johan osterman December 3rd, 2003 08:59 AM

Re: how modable ?
 
Yhere will be mod tools in the first patch. They might not be as complete as some of you might wish but there is no reason why they can't be updatted further in later patches. As of now you can add or alter units pretty much in any way you want. You can rename and alter nations etc. You cannot at present change or disable spells or items.

tkobo December 4th, 2003 02:55 AM

Re: how modable ?
 
Well, I'd like to be able to create my own pretender,new items and new units.

Will any of this be possible ?

Gandalf Parker December 4th, 2003 03:54 AM

Re: how modable ?
 
Quote:

Originally posted by tkobo:
Well, I'd like to be able to create my own pretender,new items and new units.

Will any of this be possible ?

<font size="2" face="sans-serif, arial, verdana">Yes now, no, and yes later.

Yes to units, as Johan mentioned, you will be able to add and alter units with the mod tool.

At the moment you can make a pretender out of any of the 1010 units in the game. You can do it with .map commands making a playable game which gives you a particular pretender. You can also give it any magic and equipment (already existing)

But items will apparently take awhile longer.

tkobo December 4th, 2003 05:35 AM

Re: how modable ?
 
Can give tell me how to do make my own pretender ?
Please be specific in each step.

thanks

Chris Byler December 4th, 2003 10:35 PM

Re: how modable ?
 
Quote:

Originally posted by johan osterman:
Yhere will be mod tools in the first patch. They might not be as complete as some of you might wish but there is no reason why they can't be updatted further in later patches. As of now you can add or alter units pretty much in any way you want. You can rename and alter nations etc. You cannot at present change or disable spells or items.
<font size="2" face="sans-serif, arial, verdana">It would be nice to be able to add new summonable units, which inherently requires adding a new spell to summon them (for example, the Japanese theme that was being discussed on another thread could get to summon kitsune, yuki no onna, tengu, etc.). Some national themes rely on national summons (especially Ashen Empire, Soul Gates, Carrion Woods and Desert Tombs).

Do you have any plans to add spell editing in later releases?

Also, you didn't specifically mention: can you add a new special theme to a nation, without having to modify or replace an existing special theme of that nation?

I have some ideas for a "Black Widows" theme for Machaka where the queens have taken over the government and priesthood and no king reigns for more than a year before he is sacrificed to make way for his replacement. (Obviously they don't get the King Triumphant as a national hero!) The God Forest has been corrupted, and the Shadow Queens raise undead Hunter Spiders to fight for their cause (this would require either a national summon or an "enter to summon" site, since undead Hunter Spiders are too powerful to be available as a special reanimate like lictors and tomb wyrms - I'm thinking they should still be sacred; almost every nation and theme has some sacred non-commander, and Black Widows will lose the living Black Hunter). Some queens are normal and some unholy priests (replacing all the usual priesthood), and the Black Sorcerer is replaced with a Black Sorceress with a heavier emphasis on death magic.

I haven't decided yet if there should be any change to the basic military, witchdoctors or sorcerers. They may need a scout since they lose the Ear along with all the other standard Machakan priests - but on the other hand, they would still have Bane Spiders. Forcing them to rely on Bane Spiders or indy scouts for stealth could be an interesting counterbalance to the new stuff they get.

Can I do all that without having to make it the only theme for Machaka in my mod? Can I do it at all given that I want to add a unit that isn't recruited normally? Adding new themes requires adding new capitol sites that enable the new theme's capitol-only units and have the appropriate gem income for the new theme. Can the existing mod tools do this?

Also, if people do design their own themes, is there a chance they could be incorporated as official themes in a future Version of Dom II?

Gandalf Parker December 5th, 2003 12:42 AM

Re: how modable ?
 
Quote:

Originally posted by tkobo:
Can give tell me how to do make my own pretender ?
Please be specific in each step.
thanks

<font size="2" face="sans-serif, arial, verdana">Go to the directory that your dominions maps is in.
Make a copy of aran.map and call it mine.map
open mine.map with WordPad

find the line that says #dom2title Aran
change it to read #dom2title Mine

Now go all the way down to the end of the file

Add these lines..........
#god 4 604
#scale_chaos 4 3
#scale_lazy 4 3
#scale_unmagic 4 -3
#dominionstr 4 7
#comname "Myne"
#mag_astral 9
#mag_fire 4
#mag_earth 4
#mag_priest 6


This will give Ulm (nation 4) the god of the original Lord of Night (which can still summon Fiends of Darkness). It also gives dominion strength of 7, the name of Myne, 9 in astral magic, 4 in fire, 4 in earth, and priest powers of 6 (wow what a cheat). Now just start a new game and select Ulm, whatever opponents you want, and play on the map called "mine".

Other gods you might consider are
247 the Freak (without the Lord rider)
404 the Vampire Lord (because I dont want to play a queen)
440 the Paladin (because he looks cool)
491 the Harvester of Sorrows
521 the Abomination
621 the TreeLord
623 the King of the World (huge horror)
762 the Vastness
810 the Lord of Hell
945 the Shade King

Disclaimer: this will only work with that game map and will not allow you to use that god with multiplayer games.

[ December 04, 2003, 22:50: Message edited by: Gandalf Parker ]

tkobo December 5th, 2003 04:32 AM

Re: how modable ?
 
Excellent,thank you.I am printing this out as I type.
I really want an "Arthur" type pretender for man.
And no, not the drunk Dudley Moore "arthur" http://forum.shrapnelgames.com/images/icons/icon10.gif

Gandalf Parker December 5th, 2003 05:10 AM

Re: how modable ?
 
Quote:

Originally posted by tkobo:
Excellent,thank you.I am printing this out as I type.
I really want an "Arthur" type pretender for man.
And no, not the drunk Dudley Moore "arthur" http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="sans-serif, arial, verdana">Off the top of my head I cant think of a kingly figure. (strange, seems there should be one)

If you pickup the AllView game you can browse thru all 1010 units in the game and write down the ID number to use it.

tkobo December 5th, 2003 05:15 AM

Re: how modable ?
 
A king figure who could summon no/low upkeep knights to him would be very cool and fit the "theme" i'd like for my man games.
Course, i havent won a game as man yet ,but its still fun. http://forum.shrapnelgames.com/images/icons/icon10.gif

Gandalf Parker December 5th, 2003 05:31 AM

Re: how modable ?
 
Quote:

Originally posted by tkobo:
A king figure who could summon no/low upkeep knights to him would be very cool and fit the "theme" i'd like for my man games.
Course, i havent won a game as man yet ,but its still fun. http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="sans-serif, arial, verdana">Hmm for that much you would probably have to wait for the mods. I still wouldnt expect to be able to use him in a multiplayer game. But maybe for single play.

For now.... maybe the Paladin would look right (you would want him mounted to lead his knights?). You can assign him a bunch of knights as bodyguards at the start of the game. Even make it a wild mix of every mounted knight figure such as green knight, grey knight, black knight, and the various independent native type knights.

Vger December 5th, 2003 06:03 AM

Re: how modable ?
 
Mr. Osterman,

Thanks so much for the reply. I know that not everything will be done in the first patch (or even the second, etc.). I greatly respect your dedication to your games and your continued developement of them and look forward to being able to do cool things when the tools become available.

I know one of the things I should like to do is make more pretenders from fiction/mythology, particularly Lovecraft. For R'lyeh, we have old N'yalathotep in the game already, but there's the big C himself, as well as many others. I would make these available to Atlantis as well, since there is some crossover.

Again, thanks for all your hard work,
V'ger gone

tkobo December 5th, 2003 06:15 AM

Re: how modable ?
 
Arrghhh-heheheh.

Um, whats this "AllView" ?

How do i assign bodyguards,i remember reading it in the manual ,but cant find it http://forum.shrapnelgames.com/images/icons/icon9.gif ?

can you explain what settings these eqaute to ?
#scale_chaos 4 3
#scale_lazy 4 3
#scale_unmagic 4 -3

What would the lines be for positive order,productive,magic and life ?

I dont need alot of magic or priest powers for my arthur type.
I would like a beefy physical fighter though.The paladin fits the part in looks,but hes kinda a wimp in physical combat and i dont want my arthur to be a mage type.

He should have a Merlin type I can empower(over time) for the mage role and lots of little priests for the priest power.

LordArioch December 5th, 2003 07:10 AM

Re: how modable ?
 
By Allview I believe he means the all units map, available at http://www.freewebs.com/sunray_dom2/.
Maybe one of the national mounted heroes will be strong enough to be your Arthur, if not you can always try making your own unit. I think that might work, and there's Dom I documentation on it that probably still applies.

tkobo December 5th, 2003 07:18 AM

Re: how modable ?
 
Cool, thanks i just downloaded it and the search will begin.

Mortifer December 5th, 2003 10:49 AM

Re: how modable ?
 
Oh man, I can't wait to get the mod tools! http://forum.shrapnelgames.com/images/icons/icon10.gif
[And the updated mod tools later on.. http://forum.shrapnelgames.com/images/icons/tongue.gif ]

tkobo December 5th, 2003 12:12 PM

Re: how modable ?
 
How do i make a start position for a country ?
okay, i figured this one out.

How do i dismiss global spells ?

[ December 05, 2003, 10:27: Message edited by: tkobo ]

Kristoffer O December 5th, 2003 04:42 PM

Re: how modable ?
 
Quote:

Originally posted by Chris Byler:
It would be nice to be able to add new summonable units, which inherently requires adding a new spell to summon them (for example, the Japanese theme that was being discussed on another thread could get to summon kitsune, yuki no onna, tengu, etc.). Some national themes rely on national summons (especially Ashen Empire, Soul Gates, Carrion Woods and Desert Tombs).

Do you have any plans to add spell editing in later releases?

Also, you didn't specifically mention: can you add a new special theme to a nation, without having to modify or replace an existing special theme of that nation?

I have some ideas for a "Black Widows" theme for Machaka where the queens have taken over the government and priesthood and no king reigns for more than a year before he is sacrificed to make way for his replacement. (Obviously they don't get the King Triumphant as a national hero!) The God Forest has been corrupted, and the Shadow Queens raise undead Hunter Spiders to fight for their cause (this would require either a national summon or an "enter to summon" site, since undead Hunter Spiders are too powerful to be available as a special reanimate like lictors and tomb wyrms - I'm thinking they should still be sacred; almost every nation and theme has some sacred non-commander, and Black Widows will lose the living Black Hunter). Some queens are normal and some unholy priests (replacing all the usual priesthood), and the Black Sorcerer is replaced with a Black Sorceress with a heavier emphasis on death magic.

I haven't decided yet if there should be any change to the basic military, witchdoctors or sorcerers. They may need a scout since they lose the Ear along with all the other standard Machakan priests - but on the other hand, they would still have Bane Spiders. Forcing them to rely on Bane Spiders or indy scouts for stealth could be an interesting counterbalance to the new stuff they get.

Can I do all that without having to make it the only theme for Machaka in my mod? Can I do it at all given that I want to add a unit that isn't recruited normally? Adding new themes requires adding new capitol sites that enable the new theme's capitol-only units and have the appropriate gem income for the new theme. Can the existing mod tools do this?

Also, if people do design their own themes, is there a chance they could be incorporated as official themes in a future Version of Dom II?

<font size="2" face="sans-serif, arial, verdana">Currently you replace the default units of the default theme of a nation with units of your creation or altered units from the game. You can also disable other themes. Name, flag, scoregraph color, heat preference can be altered. Home sites can be removed and added. The sites themselves cannot be altered yet (you will have to use existing ones), but if you change the sprite and statistics of a site specific unit there are no problems with recruiting new units from a site.

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).

Gandalf Parker December 5th, 2003 05:54 PM

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 ]

apoger December 5th, 2003 06:10 PM

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 ]

Wendigo December 5th, 2003 06:18 PM

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 ]

Kristoffer O December 5th, 2003 07:20 PM

Re: how modable ?
 
They are toggleable. No need to worry.

Gandalf Parker December 5th, 2003 09:23 PM

Re: how modable ?
 
Quote:

Originally posted by Kristoffer O:
They are toggleable. No need to worry.
<font size="2" face="sans-serif, arial, verdana">Whew (sigh of relief)
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)

Gandalf Parker December 6th, 2003 02:59 AM

Re: how modable ?
 
Quote:

Originally posted by tkobo:
How do i make a start position for a country ?
okay, i figured this one out.

How do i dismiss global spells ?

<font size="2" face="sans-serif, arial, verdana">Sorry I think thats only going to be with mod tools if at all. You can dismiss national units by doing things like removing the special magic sites they start with, and even more destroying the starting castle. This can be handy for setting an AI at a worse starting position.

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.

Gandalf Parker December 10th, 2003 04:36 PM

Re: how modable ?
 
Quote:

Originally posted by tkobo:
A king figure who could summon no/low upkeep knights to him would be very cool and fit the "theme" i'd like for my man games.
Course, i havent won a game as man yet ,but its still fun. http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="sans-serif, arial, verdana">Go to the http://www.illwinter.com/dom2/ site and download the mods files. At least the Hoburg one. The files are all either text, or tga image. Look at those and I think you will see enough there to get a start on making your own King Arthur mod.

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

Daynarr December 10th, 2003 04:52 PM

Re: how modable ?
 
Quote:

Originally posted by Gandalf Parker:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Kristoffer O:
[qb] They are toggleable. No need to worry.

<font size="2" face="sans-serif, arial, verdana">Whew (sigh of relief)
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:

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?
<font size="2" face="sans-serif, arial, verdana">You can access a list of all mods located in /mods directory by going to preferences menu in game. From there you can activate/deactivate any/all mods from there. Mods are done in text files much like .map files so you use some text editor for making them (there is documentation included) but there is no unit ID so far.

Quote:

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?
<font size="2" face="sans-serif, arial, verdana">Each mod can have text description attached to it, so it is best to be informative about these things you mentioned in those descriptions instead of just typing "XXX mod made by YYY". There is map at Sunray's site that has all units included in it by number so you can use that (at the moment) to decide which unit you want to use/change.

[ December 10, 2003, 14:53: Message edited by: Daynarr ]

Kristoffer O December 10th, 2003 05:30 PM

Re: how modable ?
 
Further note to modders to be: A human is 32 pixels in height.

Gandalf Parker December 10th, 2003 05:40 PM

Re: how modable ?
 
Quote:

Originally posted by Daynarr:
</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:
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?

<font size="2" face="sans-serif, arial, verdana">You can access a list of all mods located in /mods directory by going to preferences menu in game. From there you can activate/deactivate any/all mods from there. Mods are done in text files much like .map files so you use some text editor for making them (there is documentation included) but there is no unit ID so far.

Quote:

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?
<font size="2" face="sans-serif, arial, verdana">Each mod can have text description attached to it, so it is best to be informative about these things you mentioned in those descriptions instead of just typing "XXX mod made by YYY". There is map at Sunray's site that has all units included in it by number so you can use that (at the moment) to decide which unit you want to use/change.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Looking at the mod files does seem to answer alot of my questions. I still dont see an easy way to figure out which of the red dragons are used and which ones arent. There seem to be many units that arent used now. But with the information that there are empty numbers available above the 1010 this isnt a big problem. I guess I will leave the un-used monsters in the 1010 for Illwinter to have space to put their own new things.


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