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-   -   Dominions 3 Plus v0.1 (http://forum.shrapnelgames.com/showthread.php?t=32538)

Singularity24601 December 26th, 2006 03:32 AM

Dominions 3 Plus v0.1
 
1 Attachment(s)
Attachment .zip contains 2 .zips within, one for the mod, and one for dom3plus304.exe.

Dominions 3 Plus v0.1

- A preview release of some of the more complete components of my mod before I go overseas.
- Requires dom3plus304.exe to work.
- See Dominions 3 Plus v0.1.rtf for more notes.

Arcoscephale:
8 units (2 missing new sprites)

Jomon:
12 units (1 missing new sprites)
3 heroes (3 incomplete descriptions)
2 multiheroes (2 incomplete descriptions)

T'ien Ch'i:
3 units (3 missing new sprites and incomplete description)

Endoperez December 26th, 2006 09:00 AM

Re: Dominions 3 Plus v0.1
 
Could you explain why you modified the exe?

Singularity24601 December 26th, 2006 10:56 AM

Re: Dominions 3 Plus v0.1
 
Quote:

Endoperez said:
Could you explain why you modified the exe?

For aesthetic reasons, such as names, ordering, etc (see .rtf documentation for more details), but in terms of actual content, I wanted to make the Hitokiri's (Jomon LE hero) katana have a charging bonus on the first attack, to represent a "battoujutsu/iaijutsu" technique. Since I don't know a way of modding this in, I edited to .exe to make a copy of the "Light Lance", which has the required attribute, which I then modded to form the Hitokiri's katana.

PDF December 26th, 2006 11:33 AM

Re: Dominions 3 Plus v0.1
 
Err, why don't you just mod a weapon for that ?
I like mods but much less modified exes, it's unmanageable (plus it's illegal also ! http://forum.shrapnelgames.com/images/smilies/wink.gif )

Endoperez December 26th, 2006 12:25 PM

Re: Dominions 3 Plus v0.1
 
It can't be modded. Weapons can't be copied, and neither the lance or the light lance bonuses to first hit are moddable.

Wauthan December 26th, 2006 12:37 PM

Re: Dominions 3 Plus v0.1
 
Yipes! That's the new standard for mods?

Brilliant work Singularity, and thank you for adding your work notes to your mod file. Makes it a lot easier to see what you have changed and why. Looking forward to see your finished work next year.

Gandalf Parker December 26th, 2006 02:17 PM

Re: Dominions 3 Plus v0.1
 
Pros and Cons.
Excellent documentation. Nice concept.
Im not much into mods, particularly ones that change the game.
And Im naturally suspicious of exe's or changing an exe.

HoneyBadger December 27th, 2006 12:10 AM

Re: Dominions 3 Plus v0.1
 
changing exes: bad
being thoroughly able to mod weapons as a feature of the game: good
Battoujitsu/Iajitsu type special ability for Jomon/Yomi/Tien'Chi/Kaisala/Lanka units which simulates a lance effect with whatever weapon a unit happens to be using: priceless

PhilD December 30th, 2006 09:30 AM

Re: Dominions 3 Plus v0.1
 
Quote:

HoneyBadger said:
changing exes: bad

I'll second that 200%. First, this is a multi-OS game; I do all my current Dom3 playing under Linux. Second, when the game is patched, these changes just go away.

Bad, bad, bad.

NTJedi December 30th, 2006 03:17 PM

Re: Dominions 3 Plus v0.1
 
Quote:

HoneyBadger said:
changing exes: bad


The major problem with changing the EXE is when a new patch is released the creator will have to update the EXE again to work with the new patch.

Sombre March 8th, 2007 06:56 AM

Re: Dominions 3 Plus v0.1
 
I was wary to try this mod because of .exe modification and judging from the download stats quite a few other people feel the same way.

But as part of building up the modlist I gave it a look and was very impressed, particularly by the sprite extraction and modification. So I thought I'd ask if it's ok for me to repackage this mod into replacement nations, making it 3.06 compatible in the process. It would use standard mod structure - no extra .exes or anything of the kind. I thought I saw a singularity post around here recently,...

If he's still working on the mod then maybe he'll release a version in the future - I'd love to see that.

On the other hand, if he's leaving the project behind or has no plans to continue,.. I can make it more accessible to people so they can enjoy his work (some of which is very impressive indeed).

Singularity24601 March 13th, 2007 12:56 AM

Is it just me?
 
Hello peoples,

I'm back from overseas, but I'm putting Dominions 3 on hold for the moment, as I am currently in my most important semester at university and what little time I can afford is currently spent working on other projects (eg, Total Annihilation: Kingdoms).

However, within a few days, I will repackage my mod to work without .exe modification (glad to see that a #charge command has been implemented), with optional instructions for .exe editing for aesthetic reasons.

PS: Is it just me? Realistically, I would think that armies would be composed mainly of cheap units, with a minority elite. However, I find that in Dominions games, I invariably conquer the territories surrounding a fortress, then churn out the maximal number of the most expensive units for the rest of the game, making all the cheaper units useless save at the ultra early game. I believe this discrepancy can be solved if units cost *time* as well as material resources. Perhaps if the "resource" costs were multiplied... although "resource" costs are only partially equivalent to time cost, reflecting production "bandwidth" but not "latency".

Sombre March 13th, 2007 10:29 PM

Re: Is it just me?
 
Cool - good of you to do so :]

I totally agree with you about some units in every lineup seemingly becoming useless. I personally like to play with armies of the more common uits and only a few elites, for thematic reasons,.... but I also attempt to make it so in my mod nations the elites (particularly sacreds) aren't automatically the only thing worth building. I believe the counterbalance mod also attempts to do something about this, although I can't really get into it without some kind of explanation of the rationale behind it. Certainly making useless units usable greatly increases the variety of the game and it also helps the AI out - it won't matter if they throw money into non-sacred non-elite units if they're getting a good deal.

I'd also like to see games without indy poptypes - that way the armies of a nation would be more accurately represented - instead of fighting Abysia and getting swarms of horse brothers, generic archers and amazons charging at you. I'm not sure what the best way to do this is,.. a new map possibly? This would also assist the AI and would assisst the creation of more potent AI only nations, since you could be sure they'd be building their optimal national lineup.

Singularity24601 April 20th, 2007 05:04 AM

Re: Is it just me?
 
1 Attachment(s)
Sorry for the delay peoples, some issues came up... Also, I won't be around for another 2+ months. Anyway, here's my old mod updated to run with v3.06 and not require .exe modification. However, this also means that the "Argyraspists" have been renamed to "Silver Shields", since the old name conflicts with the existing "Agyraspides" mercenaries.


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