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-   -   Info: updates (http://forum.shrapnelgames.com/showthread.php?t=47432)

Gandalf Parker May 21st, 2011 03:10 PM

updates
 
OK 2 more crash fixes have been added to the progress page.
http://ulm.illwinter.com/dom3/dom3progress.html

And NO we have no date for actually receiving another patch.

By the way that is not the complete patch list.
But that is here if you are curious.
http://download.shrapnelgames.com/do...ch_History.pdf

WraithLord May 23rd, 2011 08:40 AM

Re: updates
 
GP these fixes are dated to 11th January 2011.
The complete list is cool. Would have been nice to see new items since last January.

Gandalf Parker May 23rd, 2011 08:53 AM

Re: updates
 
There are two lists. The Patch list only lists the items which have been released in patches.

The Progress page lists everything. Including the items since the last patch.
Quote:


21st May 2011
* Jack sound support in Linux.
* 2 x Crash during turn generation fixed.
* Fixed bug where AI would cast vengeance of the dead on empty provinces.

11th January 2011
* Version 3.26
* Reverted: Battles caused by random events are now resolved at the end of the random event step. This should fix any problems with barbarians attacking a sieging army due to bad luck.
* Modding: new command #heretic.
The item I mentioned at the beginning was listed under 21st May 2011
The 11th January 2011 refers to the last actually released patch

Thats all there is. Altho it HAS been known that sometimes Johan twiddles with something and forgets to list it until its discovered after release. So Im not sure what you are referring to

WraithLord May 23rd, 2011 08:59 AM

Re: updates
 
LOL. I'm referring to my browser(s) all displaying the page from cache so I didn't see the new items until I cleaned the cache :)

Gandalf Parker May 23rd, 2011 10:31 AM

Re: updates
 
Ahh. Yeah I got caught off-guard that way a few times so I switched to an external checker to notify me of page changes. I wish some of those pages had auto-refresh settings written into them

Gandalf Parker May 24th, 2011 09:41 AM

Re: updates
 
More sound, and more screen resolutions added.
Did Johan get a new toy? Someone should send him a free iPhone :) or better yet Android phone. Something with a really SMALL portable screen. (pandora?)

fantasma May 24th, 2011 10:07 AM

Re: updates
 
Now I wonder if there will be an android version ;)

Gandalf Parker May 24th, 2011 01:05 PM

Re: updates
 
If someone GAVE him one I bet it would suddenly appear on the progress page for new patch.
Hey Shrapnel (nudge nudge) that might be a good investment (wink wink) to increase the addiction to this wonderful game (hint hint).

Edi May 26th, 2011 06:41 AM

Re: updates
 
Ah, he finally got around to adding the 16:9 resolutions. We talked about that a few months ago. :)

samoht May 26th, 2011 12:14 PM

Re: updates
 
Quote:

Originally Posted by Edi (Post 777887)
Ah, he finally got around to adding the 16:9 resolutions. We talked about that a few months ago. :)

That's the best bit of news I've heard in a while! Its been kind of painful to play ever since I had to buy a new monitor :(

Can't wait.

WraithLord May 26th, 2011 03:19 PM

Re: updates
 
cool :up:

Thanks IW!

WraithLord May 26th, 2011 03:57 PM

Re: updates
 
Would dom auto adjust to 16:9 resolutions or does it require turning on a flag like -res or something?

Kobal2 May 27th, 2011 05:44 AM

Re: updates
 
Quote:

Originally Posted by Edi (Post 777887)
Ah, he finally got around to adding the 16:9 resolutions. We talked about that a few months ago. :)

I don't suppose you could convince, bribe, browbeat, coerce or otherwise keep him in cheap drinks until he adds 16:10 support as well ? :p

Makinus May 27th, 2011 09:21 AM

Re: updates
 
Any chance of 1024x600 being implemented?

Edi May 27th, 2011 03:37 PM

Re: updates
 
Quote:

Originally Posted by Kobal2 (Post 777917)
Quote:

Originally Posted by Edi (Post 777887)
Ah, he finally got around to adding the 16:9 resolutions. We talked about that a few months ago. :)

I don't suppose you could convince, bribe, browbeat, coerce or otherwise keep him in cheap drinks until he adds 16:10 support as well ? :p

It already does. At least 1920x1200 is supported.

In any case, for resolutions not selectable from the menu, you can use a command line switch -r [x y]. So for example my Dominions 3 shortcut runs dom3.exe -r 1920 1080 to force the resolution of my monitor.

You don't need to wait for a patch.

Psycho May 27th, 2011 04:15 PM

Re: updates
 
How about 1366 x 768. It would make running it on my laptop much nicer.

Kobal2 May 27th, 2011 04:39 PM

Re: updates
 
Quote:

Originally Posted by Edi (Post 777929)
It already does. At least 1920x1200 is supported.

In any case, for resolutions not selectable from the menu, you can use a command line switch -r [x y]. So for example my Dominions 3 shortcut runs dom3.exe -r 1920 1080 to force the resolution of my monitor.

You don't need to wait for a patch.

Neat ! Did not know that. Thanks a lot.

Edi May 27th, 2011 05:32 PM

Re: updates
 
Quote:

Originally Posted by Psycho (Post 777932)
How about 1366 x 768. It would make running it on my laptop much nicer.

See above about starting Dom3 with an optional command line parameter to force the resolution.

Psycho May 27th, 2011 06:40 PM

Re: updates
 
Quote:

Originally Posted by Edi (Post 777936)
Quote:

Originally Posted by Psycho (Post 777932)
How about 1366 x 768. It would make running it on my laptop much nicer.

See above about starting Dom3 with an optional command line parameter to force the resolution.

The problem is that it is stretched. I would like to see it in normal proportions with 2 vertical black stripes left and right, like when I run DosBox for example.

Edi May 28th, 2011 02:05 AM

Re: updates
 
Okay, that's different then. 1366x768 is also pretty common, so perhaps it's worth talking to Johan about that. I'll mail him when I get back from work.

Gandalf Parker June 2nd, 2011 09:17 AM

Re: updates
 
In case people have missed noticing, we have some new additions:
Quote:

2nd June 2011
* Modding: New mod commands: #clearweapons, #cleararmor.
* Modding: #armor accepts numbers too.
* Modding: #custommagic can be used to created linked random magic. Chance 200 = 2 on a random path.
Does this mean we can get some new mods for new items?
That is one gap in my list of more More MORE mods (more gods, more heroes, more sites, more spells, more monsters, more nations, etc).

llamabeast June 2nd, 2011 10:25 AM

Re: updates
 
Unless I am misreading something these (very helpful) changes don't affect item modding.

Now, increased item modding *would* be awesome, no doubt.

Gandalf Parker June 2nd, 2011 03:55 PM

Re: updates
 
OK how about these others? I really dont know what they do but Im sure they are good.

Quote:

2nd June 2011
* Modding: New mod commands: #clearweapons, #cleararmor, #drainimmune.
* Modding: New site mod commands: #conjcost, #altcost, #evocost, #constcost, #enchcost, #thaucost, #bloodcost.
* Modding: New site mod commands: #holyfire, #holypower, #heal, #curse, #disease, #horrormark, #lab.
* Modding: #armor accepts numbers too.
* Modding: #custommagic can be used to created linked random magic. Chance 200 = 2 on a random path.
* Utterdark did far too many attacks, fixed.
* Maximum number of mod sprites increased 1000 -> 2000.

31st May 2011
* Recruitment queues are automatically reset once a fort is under siege.

24th May 2011
* New fullscreen resolutions e.g. 1920*1080.

21st May 2011
* Jack sound support in Linux.
* 2 x Crash during turn generation fixed.
* Fixed bug where AI would cast vengeance of the dead on empty provinces.

Gandalf Parker June 2nd, 2011 03:57 PM

Re: updates
 
On the other hand as a server I DO understand and appreciate fixing Utterdark which was horrible to the server on large maps. And for raising the sprite limit since I have had requests for mod combos that couldnt be run.
Thank You Thank You Thank You Thank You Thank You Thank You

PriestyMan June 2nd, 2011 03:58 PM

Re: updates
 
add a thanks button to the update page plox :D

but make it clickable like 100000000 times

Edi June 2nd, 2011 05:09 PM

Re: updates
 
The site modding commands allow nearly all the features of sites to be enabled. Almost all of those correspond one on one to columns in the Dom3 DB site page.

The monster modding commands here are pretty much the holy grail bundle of missing commands, since armor can be assigned by number, linked magic paths are possible, armor and weapons can be cleared without clearing all other special attributes.

Drainimmune presumably makes a unit immune to the drain scale like master smiths.

Squirrelloid June 2nd, 2011 05:21 PM

Re: updates
 
Quote:

Originally Posted by Edi (Post 778243)
The site modding commands allow nearly all the features of sites to be enabled. Almost all of those correspond one on one to columns in the Dom3 DB site page.

The monster modding commands here are pretty much the holy grail bundle of missing commands, since armor can be assigned by number, linked magic paths are possible, armor and weapons can be cleared without clearing all other special attributes.

Drainimmune presumably makes a unit immune to the drain scale like master smiths.

The only things really missing for unit modding are the way to spot clear certain abilities, like flying, which aren't assigned a numeric value. (You can spot clear abilities with a numeric value by assigning them a value of 0).

I mean, the alternative is to enable mod commands for the abilities which don't have mod commands yet, like sacredawe (halt heretic). But I'm not sure offhand how many abilities that covers at this point. I only noticed sacredawe was missing because i recently modded MA Ulm, and the Iron Angel was problematic to use as a base for a unit because i couldn't clear its flying without clearing its sacredawe.

Foodstamp June 3rd, 2011 09:31 AM

Re: updates
 
Awesome stuff...

Darkness for cave provinces, #homesick and we can call this patch complete ;).

Some fort modding commands would be nice too...

#selectfort 23
#fortname "Wubugubu's tower of Doom"
#fortadmin 20
#fortcost 600
#fortbuildtime 3
#fortdef 250
#end

And since we are on sites, a few additional site commands:

#siterecruit "Unit Number" (Would allow for entering a site to produce units, like the long dead archer site, the one that allows you to summon banes, ghouls etc)
#sitefort 23

Edi June 3rd, 2011 12:53 PM

Re: updates
 
Fort modding commands would be nice, but there is one problem with that: You would need to also pick the fort layout to match one of the existing ones, since there is no ability to build new fort templates.

If that's doable, then it would be cool, but I'm not sure how much work that would require on Johan's part.

Tecnócrata June 4th, 2011 07:03 PM

Re: updates
 
News about the new magic site commands made me forget a horrid week at work. Please give us underwater defense ones, and I can die happily.

Edi June 5th, 2011 06:20 AM

Re: updates
 
I asked about the #homesick command and UW PD modding commands and added those to the modding wishlist. We'll see what happens. Johan has apparently been going through that, since most of the commands that we're now getting have been in the modding wishlist for a long time.

Foodstamp June 5th, 2011 04:57 PM

Re: updates
 
Quote:

Originally Posted by Edi (Post 778335)
I asked about the #homesick command and UW PD modding commands and added those to the modding wishlist. We'll see what happens. Johan has apparently been going through that, since most of the commands that we're now getting have been in the modding wishlist for a long time.

Awesome!

About the fort commands...I would be happy with being able to modify the existing forts even...and keeping their battle layouts.

Jack_Trowell June 6th, 2011 11:08 AM

Re: updates
 
Thanks in advance for the new commands ! ^_^

PyroStock June 6th, 2011 01:59 PM

Re: darkness
 
Is there any way to apply darkness to provinces on a map via modding? At least until caves are fixed.

llamabeast June 6th, 2011 02:16 PM

Re: updates
 
Nope. :(

Foodstamp June 6th, 2011 04:24 PM

Re: darkness
 
Quote:

Originally Posted by PyroStock (Post 778397)
Is there any way to apply darkness to provinces on a map via modding? At least until caves are fixed.

The only way I can come up with is to edit the map and put a unit in all cave provinces that casts darkness at the beginning of combat. The only problem is, if the unit dies, the enchantment will be dispelled (Thanks to the mists of deception BS but I won't go into that) and in order to respawn the unit after combat, it would need to be recruitable, immobile and actually recruited when the province changes hands.

Edi June 10th, 2011 04:49 PM

Re: updates
 
#homesick has been added in the patch.

WraithLord June 10th, 2011 04:54 PM

Re: updates
 
"* Maximum number of mods increased." - Awesome :D
Hopefully I won't have to shift mods in and out of mods folder anymore.

Thank you IW!

Foodstamp June 11th, 2011 12:18 PM

Re: updates
 
Quote:

Originally Posted by Edi (Post 778629)
#homesick has been added in the patch.

Awesome! :)

I wonder if it will be static, or if you can assign it like:

#homesick 20
#homesick 40
....

Edi June 11th, 2011 02:48 PM

Re: updates
 
Percentage of hit points. Just like #uwdamage

Tecnócrata June 11th, 2011 05:22 PM

Re: updates
 
Quote:

"* Maximum number of mods increased."
These guys simply have to be loved.

Jack_Trowell June 12th, 2011 12:36 PM

Re: updates
 
Now just add Darkness in cave provinces and it will be perfect. ^_^

Jack_Trowell June 12th, 2011 12:37 PM

Re: updates
 
Hum, I wonder if the AI know how to handle homsick units ?

Maybe it just doesn't move them ?

samoht June 27th, 2011 07:00 PM

Re: updates
 
Quote:

Originally Posted by Edi (Post 777929)
Quote:

Originally Posted by Kobal2 (Post 777917)
Quote:

Originally Posted by Edi (Post 777887)
Ah, he finally got around to adding the 16:9 resolutions. We talked about that a few months ago. :)

I don't suppose you could convince, bribe, browbeat, coerce or otherwise keep him in cheap drinks until he adds 16:10 support as well ? :p

It already does. At least 1920x1200 is supported.

In any case, for resolutions not selectable from the menu, you can use a command line switch -r [x y]. So for example my Dominions 3 shortcut runs dom3.exe -r 1920 1080 to force the resolution of my monitor.

You don't need to wait for a patch.

excuse the newbness, but how would one go about using a command line to do that?

Gandalf Parker June 27th, 2011 08:10 PM

Re: updates
 
This is a thread on changing the game defaults in many interesting ways.
Im not sure if something like -r 1920 1080 is mentioned but it will show you where you want to do that.
http://forum.shrapnelgames.com//showthread.php?t=44262


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