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modding events?
As far as I knew we couldn't mod events. yet in the feedback on Dominions 3000 I was told this:
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The Oni-dragon unit number is 2765 and doesn't copystat any troop. I have no idea how they could end up with that celebrant of the faith (as opposed to his usual militia or flagellants) Can anyone help me on this one? |
Re: modding events?
As far as I know we cannot change the events without directly editing the dom3.exe itself.
However with some creative modding it might be possible to create new events. |
Re: modding events?
any idea's how this came to be though? 2765 isn't the usual militia number.. so no idea how they could turn up there..
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Re: modding events?
That was fun :)
No idea why it happened though. |
Re: modding events?
BTW, Edi, you could probably put event modding up on the modwish shortlist. Not sure how hard it would be, but it doesn't hurt to have it in the shortlist.
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Re: modding events?
Will do.
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Re: modding events?
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Being able to modify existing events and add new ones would be wonderful! Being able to modify existing mercenary costs/content and add new ones would also be wonderful! |
Re: modding events?
If I place a unit on a map, and its stealth, will it be hidden?
If I mod a number of non-moving units to max stealth and scatter them all over the map then they could act as pre-placed locations for events. Then I could use a filler.dm with those defined units at the start of the game with a program which would modify it when certain things occured. Checking the game.log for certain events, number of turns, or just random. Then the program would rewrite the filler.dm changing one of the marker units into an event such as an invasion. Another thought for getting mid-game messages. Mod an obelisk unit and place it in each capital. The program could change the description of the unit to provide new runes to read. It could also change the image from a grey stone to one with a blue aura or something like that so that the person knows that a magical change has occured and to examine the stone again for a new message. Just thoughts.. Gandalf Parker |
Re: modding events?
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I've done this, unintentionally of course, with many map mods. Unless you define ownership of the province, the units are independents and just sit in the province awaiting an invasion by a player. Stealthy units always defend a province. |
Re: modding events?
Thats too bad. I guess I will add that to the Map Wishlist. Commands to set actions such as #hide when you place a unit.
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Re: modding events?
Gandalf, according to my understanding of the programming logic, what you are looking for requires two steps.
1. Establish national/other ownership of an army group. 2. Then place army group under your #hide command |
Re: modding events?
It depends on which thing you are discussing.
The Oracle Stone monolith thing would require ownership. But since its a MOD thing then you could include the "unit" as part of the national starting units which would automatically place it in the capital when the home province is randomly selected. The "events" marker could be randomly scattered. That would make it act pretty much the way that many the events act now. They can happen in any province to anyone. Even the independents can get events. So if the marker was placed in province 341, and at turn 100 it became invading heroes, then it wouldnt matter who owned the province at that time. The thing I like about the markers idea is that you could scatter many of them on a map without them being any particular event at that time. They only mark the spot so that later the mod can be changed in mid-game. The choice of event could be made at that time and the random selection could be based on many things that can be gleaned from the game log much the same way that events are now. If I get an urge I think I might test the placement thing and see if there is ANY unit that can be placed hidden. Maybe some modder knows a way to turn such a thing on. Gandalf Parker |
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