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-   -   Wishlist: Mod that disables all recruitable units - All Commander/Summons/PD Mod... (http://forum.shrapnelgames.com/showthread.php?t=45313)

Atreidi April 9th, 2010 12:03 AM

Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Has this been done?
If so were can I get it?
If not who's going to make it?
:)

I think I did not explain correctly in the title. What I mean is for the mod to allow you to recruit only commanders from your provinces not units.

llamabeast April 9th, 2010 04:20 AM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Why would you want it?

Sombre April 9th, 2010 04:21 AM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
It's easy to do, but yeah, why would you want it? Just use a house rule, it's quicker.

Gandalf Parker April 9th, 2010 11:27 AM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
There are maps that remove all recruitables from every province. Telling a province that it has no recruitables is easier to do in map commands than modding. If you mod to remove the units its alot more work, and there are overlaps with some nations recruitables.

You could wipe out all nations PD in a mod by listing each nation and using the command to set a nations PD units to zero.

Summons might be trickier.

I also wonder why.
Hmmmm.... it would create a game of "dominions" which is much more like other war strategy games. Possibly as a challenge to strategists Or as a stepping stone for new players to learn the game. It would limit the game to fort-created armies marching against each other. Formations, strategies, etc without some of the unique overhead of the game.

You might want to look into some of the "chess game" mods. They tend to remove the nations, fill the empty nation slots (73-95?) with matching nations of fairly capable units. If you added one of Kristoffers research limiting mods (he made one to limit to level 4 and one for level 6). And then went with a No-Independents modified map. Would that get you close to what you want?

Atreidi April 9th, 2010 11:42 AM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
I think I did not explain correctly. What I mean is for the mod to allow you to recruit only commanders from your provinces. That way the game would be all about PD/Commanders/Summons. That would be interesting to play.

Stavis_L April 9th, 2010 11:53 AM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Someone a while back expressed an interest in something similar (a game of all thugs.) I don't seem to find it by searching, though.

You wouldn't be able to do what you want, I think, with the indy provinces. You can't modify the poptypes (but you can set all the poptypes to be no recruitables, or you can modify the gold/resource costs of the non-commander units to be uneconomical as per Edi's better independents mod.)

If you're looking for MP, though, I'd say it would be a heck of a lot easier to do as Sombre initially suggested and just use an agreed upon house rule (don't ever recruit any non-commanders.)

Gandalf Parker April 9th, 2010 12:08 PM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
You mean all province commanders and no nation-specific units?
Ive done that. Its not many lines of mod to turn on the empty nation slots as playable nations, but not give them anything other than a name and maybe a color (so they show up different from each other in the score graphs).

Take a look at my MegaVanilla Mod
http://www.dom3minions.com/mods.htm

Sombre April 9th, 2010 12:36 PM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Ugh. No.

Isn't it obvious what this guy wants? (answer: yes, but you want to go on about turning on unused nation slots for whatever reason, so you're pretending to get the wrong end of the stick)

He wants all recruitable UNITS (not commanders) to be no longer recruitable. Whether indy or national or whatever. Just summons, commanders and pretenders. The national side of it is easily done with mod commands, though it would be a little bit frigging tedious writing the dm, frankly. The indy side of it - we can't modify poptypes, so you'd have to make all the troops unbuildable with high resource costs, also by mod.

More importantly, having a mod to to this is completely pointless. Just use a house rule in a MP game. It isn't like the mod would work in SP - the AI couldn't even vaguely cope with it.

chrispedersen April 9th, 2010 12:52 PM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Wishlist:

Its possible to have units that create gems. It would be nice if it were possible to have a negative number.

If there are no gems of that type in the treausry, the commander would desert. Useful for vampire lords perhaps, or magical creatures that are strong.. but eat gems...

Gandalf Parker April 9th, 2010 01:49 PM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Ahhh venomous correctness.

It would be difficult to create a commanders-only game.
Altho there is an interesting side-effect that the OP might not be aware of. That the game is willing to consider any unit to be a commander.

Possibly, look at the All_Units.map which displays every unit in the game, as a commander. Its purpose was to make it easier to look thru everything in the game even if you dont know where it comes from.

Maybe it would be possible to kill off all recruiting then. Can you come up with a plan for creating a game that pre-assigns commanders to each side?

That brings two possible game formats to mind. A chessboard version with each side having matching pieces of specialized abilities. Or (more my style) a game where each gets a random collection to have to work with.

Sombre April 9th, 2010 03:08 PM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Quote:

Originally Posted by Gandalf Parker (Post 739779)
It would be difficult to create a commanders-only game.

No it wouldn't. Like I said.

Atreidi April 9th, 2010 03:10 PM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Quote:

Originally Posted by Gandalf Parker (Post 739779)

That brings two possible game formats to mind. A chessboard version with each side having matching pieces of specialized abilities. Or (more my style) a game where each gets a random collection to have to work with.

I like both! I am too lazy to mod it though. :(

Gandalf Parker April 9th, 2010 03:21 PM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Have you played any of my Chaos games?
http://www.dom3minions.com/HostedGames.htm
You can play one solo if you want to try it out. Not that its what you want, but it will give you an idea of what can be done since it mixes up everything in the game as units or commanders. Thats all done by map commands without modding.

If you wanted it to be IMPOSSIBLE to make units then that would probably have to be a mod. Im not sure how much work would be involved. Sombre is more the guru there. But even then there would be things like events dropping them in to the game. It might work if it was done on a small duelling map, or the Battle Sim map, or Arena map.

Graeme Dice April 9th, 2010 03:48 PM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Quote:

Originally Posted by Gandalf Parker (Post 739788)
Have you played any of my Chaos games?
http://www.dom3minions.com/HostedGames.htm

No, and I'm wondering why you are advertising them in a thread where they clearly are offtopic?

Gandalf Parker April 9th, 2010 03:56 PM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
My apologies. I definitely did not mean to advertise. :)
I guess I could have just pointed him to an example game in a PM

Foodstamp April 9th, 2010 06:59 PM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Atreidi,

No one really gave you a road map to what you are wanting to do. It would take a lot of work but it would basically work like this:

You would need to select and clear the nations and add the commanders back:

#selectnation 1
#clearrec
#addreccom 1
etc...
(You would also need to modify the starting magic sites if they allow production of non-commanders. This can be done by overwriting the site's slots or by making a new site with a similar name giving it the attributes you desire)

You would also need to identify the commanders that spawn units and redo their abilities using mod commands.


Then you would need to modify the map file and change the populations for the provinces to an erroneous number. If you want to keep the commanders for the provinces, you could create magic sites that allow recruitment of the commanders and place them in provinces manually in the map file.

That should meet the requirements you are looking for, unless you want to eliminate summoned non-commanders as well. That would be a simple matter of selecting spells that produce non-commanders and disabling them through mod commands.

After all this, you will still get units from militia events or access to them through mercenaries. Also, random events would still spawn barbarian hordes etc.

Sombre April 9th, 2010 07:21 PM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
He didn't specify a problem with units turning up via other means, he just wanted to get rid of recruitables.

He doesn't need to modify a map file to remove poptype recruiting options. Just set them all to redonkulous resource costs.

The reason he didn't get a roadmap before is because the solution is really just to have a mp game that specifies you can't recruit units, only commanders.

Foodstamp April 10th, 2010 12:23 AM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Quote:

He didn't specify a problem with units turning up via other means, he just wanted to get rid of recruitables.
Really, what is your point here besides being your usual bitter self?

Quote:

He doesn't need to modify a map file to remove poptype recruiting options. Just set them all to redonkulous resource costs.
The AI will still try to build those units. I believe the commander will take precedence every turn even if he has 50 units queued up in the castle from it costing too much to build, but I am not sure. Are you sure? Because if you are not, and you are wrong, it will create the same situation the better independents mod creates where the AI queues the units up and is never able to build them.

Quote:

The reason he didn't get a roadmap before is because the solution is really just to have a mp game that specifies you can't recruit units, only commanders.
I didn't see where he said this was for MP. If he said it in another thread, it is not my place to go search for it. If he said in this thread, then I apologize for overlooking it. If he didn't say it, and you are just assuming it, then it is not your place to correct me, it is his place.

Atreidi April 10th, 2010 01:06 AM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Quote:

Originally Posted by Foodstamp (Post 739829)
Atreidi,

No one really gave you a road map to what you are wanting to do. It would take a lot of work but it would basically work like this:

You would need to select and clear the nations and add the commanders back:

#selectnation 1
#clearrec
#addreccom 1
etc...
(You would also need to modify the starting magic sites if they allow production of non-commanders. This can be done by overwriting the site's slots or by making a new site with a similar name giving it the attributes you desire)

You would also need to identify the commanders that spawn units and redo their abilities using mod commands.


Then you would need to modify the map file and change the populations for the provinces to an erroneous number. If you want to keep the commanders for the provinces, you could create magic sites that allow recruitment of the commanders and place them in provinces manually in the map file.

That should meet the requirements you are looking for, unless you want to eliminate summoned non-commanders as well. That would be a simple matter of selecting spells that produce non-commanders and disabling them through mod commands.

After all this, you will still get units from militia events or access to them through mercenaries. Also, random events would still spawn barbarian hordes etc.

:D
Yea. THAT is the reason I wanted to see if someone had already done it or to give someone the idea and have him work on it.

I had an idea of how to do it but it would take a very long time to do it. Any one interested in getting this started? :re:

Atreidi April 10th, 2010 01:09 AM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Quote:

Originally Posted by Sombre (Post 739833)
He didn't specify a problem with units turning up via other means, he just wanted to get rid of recruitables.

He doesn't need to modify a map file to remove poptype recruiting options. Just set them all to redonkulous resource costs.

The reason he didn't get a roadmap before is because the solution is really just to have a mp game that specifies you can't recruit units, only commanders.

The mp game would be easy to do but I only play SP. :(

Units turning up via other means would be cool and the redokulous resource cost could work too.

Valerius April 10th, 2010 03:17 AM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Quote:

Originally Posted by Foodstamp (Post 739884)
Quote:

He didn't specify a problem with units turning up via other means, he just wanted to get rid of recruitables.
Really, what is your point here besides being your usual bitter self?

There is no point other than that. Unfortunately it does degrade the forums. Look at a variety of threads that have gone downhill recently and there's a common denominator. It's too bad. These forums used to be pleasant place but they seem to be headed in a different direction now.

Sombre April 10th, 2010 04:21 AM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Quote:

Originally Posted by Foodstamp (Post 739884)
Really, what is your point here besides being your usual bitter self?

No need to try and get personal there slugger.

The point is the OP isn't about removing all non commanders from the game. He even says summons are fine. Just steering you back in the right direction.



Quote:

The AI will still try to build those units. I believe the commander will take precedence every turn even if he has 50 units queued up in the castle from it costing too much to build, but I am not sure. Are you sure? Because if you are not, and you are wrong, it will create the same situation the better independents mod creates where the AI queues the units up and is never able to build them.
The AI can't play the game with recruitables turned off anyway, so yeah, this game won't work for anything but multiplayer, unless you like playing AIs that can't leave their home province.

Quote:

If he didn't say it, and you are just assuming it, then it is not your place to correct me, it is his place.
Yeah, it appears my above assumption was incorrect. Reasonable, but incorrect.

Sombre April 10th, 2010 04:24 AM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Quote:

Originally Posted by Valerius (Post 739902)
There is no point other than that. Unfortunately it does degrade the forums. Look at a variety of threads that have gone downhill recently and there's a common denominator. It's too bad. These forums used to be pleasant place but they seem to be headed in a different direction now.

I only remember even seeing two posts by you and both were directly complaining about me. I see you aren't looking to break that streak with your 'contribution' to this thread.


Quote:

Originally Posted by Atreidi (Post 739895)
The mp game would be easy to do but I only play SP. :(

Units turning up via other means would be cool and the redokulous resource cost could work too.

I hate to tell you this man, but this entire idea isn't going to work in SP. The AI isn't going to be up to anything without recruitable units. It'll just sit in its cap, maybe take 1 or two provinces if it by random summons a bunch of drakes or something. You can test this by just removing the recruitables from one nation and setting that as impossible AI, then watching it over twenty turns or so.

Foodstamp April 10th, 2010 09:21 AM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Quote:

I hate to tell you this man, but this entire idea isn't going to work in SP. The AI isn't going to be up to anything without recruitable units. It'll just sit in its cap, maybe take 1 or two provinces if it by random summons a bunch of drakes or something. You can test this by just removing the recruitables from one nation and setting that as impossible AI, then watching it over twenty turns or so.
This is not entirely true. The AI will and does use commanders to attack. It may be based on the power of the commander though, which means that your standard human fair may need to be supported by summons like Sombre says. But the AI will use larger more self sufficient commanders.

The real issue is going to be that the AI will not equip those commanders properly. You are going to gain a huge advantage very quickly.

I would suggest as an alternative that YOU play as a commander only nation. I've made RPG mods to do this and it can be fun. It gets old fairly quickly though because once your party reaches a certain point of power, there isn't a whole lot to do beyond just running around trashing the AI as if you were Bogus and crew.

The easiest way I accomplished this mod was by giving myself a detached province (capital) and a province attached to the rest that has no castle. You use map commands to add the members of your party to the map attached province. I gave them all #stealthy to be able to move around the map without always forcing combat, all have leadership 0.

In my testing, the detached capital never had events, but any province you conquer on the map will. You have to build labs every once in a while to forge gear for your heroes. To add to the challenge, I set my PD to be abysmal, they were never able to hold a province unless the party was there. Of course, the AI could still recruit as normal and all my party members had 0 leadership.

Atreidi April 10th, 2010 09:48 AM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Quote:

Originally Posted by Sombre (Post 739908)
I hate to tell you this man, but this entire idea isn't going to work in SP. The AI isn't going to be up to anything without recruitable units. It'll just sit in its cap, maybe take 1 or two provinces if it by random summons a bunch of drakes or something. You can test this by just removing the recruitables from one nation and setting that as impossible AI, then watching it over twenty turns or so.

But.... :(
Yea. It makes sense. I am probably asking too much from the AI. The AI even has problems handling Ashen Empire.

Knai May 6th, 2010 06:12 PM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
It is unfortunate. I was suggesting a similar idea a while back (I believe the title was Commander Battles, it might show up in a search), but I actually have access to hotseat MP at the very least. Though this would be functional online, and if you want to start a quick, small game, I'm in. Although I've never actually played online before, and would probably get steamrolled.

Makinus May 9th, 2010 07:30 PM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Quote:

Originally Posted by Foodstamp (Post 739937)
The easiest way I accomplished this mod was by giving myself a detached province (capital) and a province attached to the rest that has no castle. You use map commands to add the members of your party to the map attached province. I gave them all #stealthy to be able to move around the map without always forcing combat, all have leadership 0.

Would you share with us the specific commands used? Maybe with a map file? I would like to try this setup but i'm not good at modding dom3

Foodstamp May 9th, 2010 07:57 PM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
2 Attachment(s)
I sure can. Keep in mind this was for my personal use so the mod is pretty bare, the little bit of flavor text is non-existent/lame , the character names are after me and my wife so you will want to go into the .dm and change that. The modifications to the map are at the bottom, I just disconnected a province and put the "heroes" in a starting province. It seems I gave them both uber #onebattlespells too so you may want to change that.

Crom is the mod, CromMap is the map file. I can't promise this is compatible with anything else on the forums or linux (I may not have been consistent with the casing). Hopefully this will help you make a better implementation!

Gandalf Parker May 9th, 2010 08:05 PM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
I use detached capitals with the watcher.dm to throw events into the game.

The easiest thing I find is to add one white dot in the far upper-right of the image file on many map.
The way Dom3 numbers things that means you will get a new province 1 number higher than the highest was before, and it wont shift anything. And unless you add commands to the .map file it will have no neighbors.

Makinus May 10th, 2010 06:40 AM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Thanks Foodstamp and Gandalf.... i´m tinkering with it now.... correct me if i´m wrong, another way to use this "rpg-like" campaign would be to use a stock nation that already have stealth capable commanders and, instead of using custom commanders, use the nation ones as your "adventurers"....

What nations have recruitable stealth commanders (beyond scouts and assassins)? I´ll take a look tonight, as i´m at work now, but any advance indications would help....

Gandalf Parker May 10th, 2010 08:45 AM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Many. But my personal favorite is Pangaea. Particularly early or mid era's. They are able to put EVERYTHING stealth. Scout, infantry, mounted, archers, commanders, mage, priest, and pretenders. And for these purposes, those flying scouts with leadership ability and flying followers available, is a nice added boost.

Its one of the more difficult nations to play. Most try to play it like a marching army instead of playing to their strengths. But I like it.

Makinus May 10th, 2010 10:25 AM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
I think i will use a modded nation with stealth commanders from several nations... like the Bard from Man, etc. nothing too powerfull....

If i set these commanders to be recruitable by a site and do not assign any commanders or troops to the nation (something like the OP wanted), and set their gold/resource costs as double (triple?) the normal (CBM 1.6) i will have access to commanders only at the "disconnected" province... Is there any artifact that i can give at the start of the game that allows teleporting/etc. so i can send these "adventurers" to a connected province? Something that i can give 3 or 4 of to the adventurers and i would not be able to forge again too soon? I wish to see if i can defeat the AI in this way and have some challenge....

Foodstamp May 10th, 2010 01:08 PM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
You can mod boots of the planes to construction level 6. Then give each of the commanders the item via mod command.


(The following may or may not work)
Alternately, you could create a teleport spell that requires nature 0, research level 0, then modify the units who do not have nature magic with #magicskill #(Mask for nature) and then #magicboost (Nature Mask) -1. I think the mages would be able to cast it then, but I am not sure so you would need to test it out.


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