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-   -   Mod for Dominions 3 Wishlist (http://forum.shrapnelgames.com/showthread.php?t=35756)

weimaar August 15th, 2007 05:10 AM

Mod for Dominions 3 Wishlist
 
Hi guys,

Im not so very versed at modding. Ive got a question for you hardcore modders out there. Is there a mod out there with the following features? Or is it possible to implement the following into a standalone mod?


Possibility to build buildings everywhere. More towers for the castles, a thieves guild, a mages guild, markets, magical academy, fighters guild (for bonuses when officers are recruited at the capital), Army training camp (every year of continouus training, +1 in any trait), jousting arenas, temples of doom, necromancy amplifiers (Yes, from HOMAM 2-3-4)

After building the market:
In markets: Magical items must be able to be BOUGHT for gold (for a high price).

After building the magical academy:

For a higher price (double, triple)- CHOOSE which mage begins with what magical school (if capability exists). See it as a magical academy or something.

Sombre August 15th, 2007 05:49 AM

Re: Mod for Dominions 3 Wishlist
 
You probably /could/ do all that, but not using the modding tools provided with the game. You'd have to get into the code.

weimaar August 15th, 2007 07:02 AM

Re: Mod for Dominions 3 Wishlist
 
Damn. The code isnt out there yet, is it? (i mean, relevant portions of it made avaliable to the public)

Sombre August 15th, 2007 09:45 AM

Re: Mod for Dominions 3 Wishlist
 
I don't think any of the code is public.

weimaar August 15th, 2007 04:51 PM

Re: Mod for Dominions 3 Wishlist
 
Sombre, this means that implementing buildings inside of castles are effectively impossible? I mean, labs and temples are possible to build, why shouldnt one be able construct other building types like academies, universities, army barracks, fletcher, marketplace etc?

I havnt had the time to have a hard look at the game yet, but you say that its impossible without the code?

Kristoffer O August 15th, 2007 04:59 PM

Re: Mod for Dominions 3 Wishlist
 
> I mean, labs and temples are possible to build, why shouldnt one be able construct other building types like academies, universities, army barracks, fletcher, marketplace etc?

Since most nations have existed for several hundred years all of this is already there. A temple to the new god can be built in a conquered province, as can a first class magic laboratory, but marketplaces and forges has been there since long before you came to power http://forum.shrapnelgames.com/images/smilies/happy.gif

Morkilus August 15th, 2007 05:09 PM

Re: Mod for Dominions 3 Wishlist
 
Except for, you know... that one nifty forge.

weimaar August 15th, 2007 05:14 PM

Re: Mod for Dominions 3 Wishlist
 
Kristoffer, by the sound of it, youre not interested in implementing more buildingtypes for increased bonuses and more variability (personal flavor) in dominions 3 now, are you? It would surely require too much balancing work and coding, or?

weimaar August 15th, 2007 05:16 PM

Re: Mod for Dominions 3 Wishlist
 
Or that particular state of the art magical academy where only first rate mages graduate!

Gandalf Parker August 15th, 2007 05:30 PM

Re: Mod for Dominions 3 Wishlist
 
I think he was offering a game-logic answer to your question.

But he might also be not real interested in shaking up the balance with new buildings also.

Kristoffer O August 15th, 2007 05:54 PM

Re: Mod for Dominions 3 Wishlist
 
No, there will not be new buildings in the game. Some magical sites with additional properties can be found by mages, but there is currently no way of making sites by spending gold or gems, they can only be found by searches or in some cases created by random events. We could possibly make spells that creates sites, but it would not become available through modding, I imagine, since event-modding must be implemented first, and a bit unlikely, although fun if implemented.

When we created dom-ppp ten years ago we had played several games with the build-up mechanic. We thought that most important buildings should be present in a kingdom. The building of a well or a barrack struck us as silly, so we simplified things to focus the game on recruitment and use of armies. This was before there was any magic to speak of in the game. Later on magic became more prevalent, and we decided to restrict research and build up to the magic part of the game and have soldiers and armies being a constant.

In retrospect it might have been good to have some possibilities to strengthen your armies, but it wouldn't sit well with me to make national troops unavailable at the start. After all they are part of what makes a nation unique. Magic tends to make a nation thematically blurry, especially so in dom2, where all magic was more or less available to all nations.

ANd you are part right on the balancing stuff. It would be a bit of a problem, but I'd say the scaling effects of magic is curently so much more important that it would not be an unsurmountable problem. Thematic reasons are more important. If I were to add new buildings every nation and their national troops would have to be incorporated in the system. That would take time, unless buildings are very generic and not unique to any nation or what could be produced in the building.

NTJedi August 15th, 2007 06:14 PM

Re: Mod for Dominions 3 Wishlist
 
Quote:

Kristoffer O said:
We could possibly make spells that creates sites, but it would not become available through modding, I imagine, since event-modding must be implemented first, and a bit unlikely, although fun if implemented.


Customized events via modding or map edit commands would be great. Here's my thoughts on how the customized events could be added via map edit commands:

================================================
#event <N15> <Turn45> <Prov211>
#owner 15
#commander 710
#additem "weightless scale mail"
#additem "brimstone boots"
#additem "amulet of antimagic"
#units 12 1412
#randomequip 2

details:
<N15> This is the event number
<Turn45> This is the turn when the event occurs
<Prov211> This is the location of the event
The above example would cause the above commander and units to be attacking the province listed on turn45. If the owner of the province is the same as the event then the units are joining.
Currently it's possible to setup unexpected battles or sieges within DOM_3 yet it must occur on turn 2.

================================================== ========

Additional commands could always be added to events later such as:
#event <N11> <Turn25> <Prov211>
#message "A chest of gold has been found."
#give 350 gold

Thus the owner of the province receives 350 gold on turn 25.

================================================== =======

weimaar August 17th, 2007 05:03 AM

Re: Mod for Dominions 3 Wishlist
 
I agree completely that its ridiculous to build "barracks" or a "well" BUT as i said, that super duper west point, after your heroes have reached a specific 5 star level is a good idea. Or that merchant connection to buy some rare artifacts and sell your excess artefacts is also sensible. That arcane magical (fire, earth or death) academy built only when mages reaches level 6 in a magical path to make more powerful mages is not bad and brings more flavor to the game.

But i understand your point Kristoffer.

Gandalf Parker August 17th, 2007 11:12 AM

Re: Mod for Dominions 3 Wishlist
 
Quote:

Kristoffer O said:
Thematic reasons are more important. If I were to add new buildings every nation and their national troops would have to be incorporated in the system. That would take time, unless buildings are very generic and not unique to any nation or what could be produced in the building.

No offense meant here but that feels like it still needs to be worked on for the structures we already do have. The castles for each nation and each terrain seems to have gaps. I think that the temples might be covered.

Also Id like a map icon for lab. Possibly an icon for temple/lab. And one for castle/temple/lab (so the map isnt cluttered with 3 icons). Ive started building temples where I have labs and castles just to make them easier to find on the map.

noname August 18th, 2007 02:06 AM

Re: Mod for Dominions 3 Wishlist
 
How about a map which places each nation in terrain which thematically suits it best, such as swamp for C'tis or Wasteland for Abysia?

llamabeast August 18th, 2007 02:41 AM

Re: Mod for Dominions 3 Wishlist
 
noname - take a look at the 'Dawn of Dominions' map, which comes with Dominions (so long as you have the latest patch installed).

Endoperez August 18th, 2007 12:41 PM

Re: Mod for Dominions 3 Wishlist
 
Quote:

noname said:
How about a map which places each nation in terrain which thematically suits it best, such as swamp for C'tis or Wasteland for Abysia?

The random nation placement also tries to do this automatically IIRC. That is, it should usually work like that when nations are placed randomly.

HoneyBadger August 19th, 2007 09:43 PM

Re: Mod for Dominions 3 Wishlist
 
I wouldn't be in favor of adding buildings, except as Kristoffer states-the ability to strengthen units already present, by way of more advanced armament, equipment, special weapons and tactics, etc.

That would help in balancing, in one way, because you could have forces/troops in a given nation start weak or off-kilter (jotuns armed with daggers, for example) and then have a new set of improved troops replace the old ones upon the construction of whatever.

The building could have positive effect on resources and gold-production, administration, etc. but at the same time, be a clear and easily destroyed target, where as things stand, all that infrastructure that's assumed to exist, is off limits, save in very abstract ways (pillaging, etc.)

Perhaps, to simulate open trade, such a building, could only exist in areas without castles, replacing them and becoming even more vulnerable targets, or they could simply just improve gold/resources in provinces that lack a castle, losing this ability in castled provinces.

The first appeals to me in that you could have nations that don't have a fortress to start out, but do have access to the other building, making them more vulnerable to an initial raid, but giving them a boost to production in the early game.

The second appeals in that you could still utilize the first one, giving one or the other building at the beginning of the game, and granting the ability to build the other later on, and if such a building co-existed with a castle, perhaps it could then allow the construction of fieldworks and seige engines/defenses, and other abilities could become viable when a lab/temple is present.


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