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Mod Brainstorm-wishlist
Here is a place for modders to brainstorm new mods and ideas. If possible , I will make some ideas into mods!:):):)
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Re: Mod Brainstorm-wishlist
For modding you might want to go here:
http://z7.invisionfree.com/Dom3mods/index.php?act=idx read the FAQ first. |
Re: Mod Brainstorm-wishlist
Nahh he probably has it right.
For answers on modding go to Dom3Mods on invisionfree But for ideas to be turned into mods this is probably best. When the Dom3Mod group were here any discussion about ideas for others to do tended to get a DIY response. :target: I will have to dig up some of my old idea discussions to post here |
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No, it's probably a better place judging from topics here.
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Well, I'm not convinced anything productive will come from this. As Theunderlord has yet to show any of his modding skills.
And if you want ideas, make the AI improvement mod, a mod that gives the AI access to units that have build in thugging and SC abilities. So it doesn't have to mod and script those. http://z7.invisionfree.com/Dom3mods/...?showtopic=948 |
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Most of my later mod requests shifted into programming. Programs which would write a mod such as creating an AI nation that you did not know so you could be surprised. Or ones that would use game quirks such as ideas for early game that would swap the mod out for changes in midgame (around turn 50) and then further change for late game (turn 100?). It could put back gemgens. Or create new in-game events like invasions by independents
The only other mod request I remember pushing that hasnt been done is duplicating the nations in the game. Not all can be duped but it would be nice to have some. At least the easy ones. I think one of the Ulms got done. That way we could have REAL challenge games where people could prove they play a nation better than someone else by having games where everyone is playing the same nation. Ulm vs Ulm or Abysia vs Abysia I did make some mods that everyone played the same generic nation. And others have done some of those also. Of course such a game could probably be done with most modded nations that other people have done if the nation doesnt use special Dominion effects. |
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Looking forward to it! :D (And I mean it btw, I like new mod nations. Sadly my select a mod list is huge now).
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Me too. Long ago I had to make multiple copies of Dom3 on my machine. Luckily no registry entries so that works.
I had to make copies for testing server stuff, and one for solo play, and one for projects I am working on myself, and one for mp. |
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http://z7.invisionfree.com/Dom3mods/...?showtopic=659 |
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Yes. Great for solo play but I had something abit different in mind for server games.
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Here are my ideas so far:
An easy itemslots calculator Warhammer 40k nations adapted for Dom3 (i'm working on a tyranids mod right now):bug: A MC-compatible Unitgen. |
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I think that isn't possible. But iirc nobody has really tried to determine which slots you can give a unit. A guide with all that information could be useful.
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Maybe do it like we did the Unit display which found hidden units.
We put every unit in a game assigned to a human player. the units "name" was its ID number. That way we could look at everything, and know its ID number to use it. Maybe generate a big mod creating units with sequential binary assignments for slots. Name them the binary number used. Then create a game with all of them in the game assigned to a human player so you can go in and examine each one. |
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By default it is only compatible with CBM (actually 1.92 to be precise, I'll fix that eventually), but absolutely anyone can open forbidden_ids.txt and just write the id ranges the MC mods they want to use are using, and UnitGen will not write anything conflicting. |
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Also the modding document is very clear on how to combine slots (see 7.11.2). If you understand binary, it's also pretty easy to see that 2 hands is sum of 1 hands and an unlisted value (4) for extra hand. 3 hands is sum of two hands and yet another unlisted value (8) and it goes on for 4 hands (16). These are binary numbers in decimal which are summed up for things like terrain types or random pick path masks too. Why? Because you can always break sums of binary numbers expressed as decimal numbers to the individual binary numbers so the one number tells the game all the terrain types or all the magic paths in the sum.
Basically you could list it as: First hand - 2 Second hand - 4 Third hand - 8 Fourth hand - 16 Sum up for combination. Due to how this is done, you can only choose one line per slot type from the list. So you are limited to 0-4 hands, 0-2 heads, 0-1 body, 0-1 feet and 0-4 miscs. If you really want to experiment, you can try adding 65536 to the #itemslots because that is the first binary number expressed as decimal number that is not used judging by the item slot list, but I doubt it'll do anything. Theoretically you could also try summing up things in the style of fourth hand + first hand from my list above for 18, but what's the point when that's two hands just like the 6 that is guaranteed to work. Someone may wonder why it's not worth it to try combining something like 2 + 3 hands for example for 5 hands. The sum of those values is 6 + 14 = 20. The reason to this being obviously infeasible is pretty simple. 20 is the expression of binary numbers expressed as decimals 16 and 4 summed up, resulting (see my list above) in adding second hand and fourth hand and probably resulting in either two hands, crash or no hands at all. One binary number can appear only once in the mask which is the reason to above. Summing up 6 and 14 is stupid because it basically means first hand + second hand + first hand + second hand + third hand. Similarly you can never get two bodies because 1024 + 1024 = 2048 which is the number for one pair of feet. Of course if someone has patience, go ahead and do experiment, but the table of item slots is certainly not encouraging for experiments. |
Re: Mod Brainstorm-wishlist
Here are some nation ideas/expansions
A "revival" of Jazzepi's Lodum mod (great concept, but no spritework) A LA Machaka (IW is coming out with the EA nation. Another aquatic race (sharkmen,crabmen, The list goes on and on |
Re: Mod Brainstorm-wishlist
its cool that you have ideas. i had an idea once. i remember it clearly.
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You could make a race of crabpeople who live in the center of the Earth. They're too frail to fight humans directly, so they make an incredibly detailed strategy game that hooks everyone in. In time, they drive away the brightest 10% of the players, leaving the remaining 90% to share its ignorance, becoming steadily less intelligent (and overweight from too much gaming) until the community becomes too fat, stupid and lazy to prevent the crabpeople's rise to dominance. You could even call the game Dominance just for the sake of irony. |
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But I think most of the complaints about water nations is more about the map than the mod |
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There are some. But if a water naton entrenches itself then one of the only ways to get to it is by dominion. I feel that maps with smaller waterways is best to allow that. And it also allows units such as Admirals to function
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i had an idea for a water nation. then i actually made it into a mod!!! wow, what effort
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heres an idea: make a thread of ideas with no intent of actually ever doing anything. you'll be the coolest dude ever
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Well, it isn't the ideas that bug me, it is the lack of work. Only one line isnt a good idea. It is just a random thought. I want to see results. [category:talkytalkproject]
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Vets and regulars to this site will probably already have made up their minds, but new people should look at the invision site and compare the two. I continue to regularly check this site, but the other one has far more active and knowledgeable contributors, and is open to all. The banning from this site of many of those people created the need for that site, and has actually helped that site to become the better place for all things dominions, especially modders. imho :) |
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I did a actually do some work along that line long ago and wrote a program to create a randomly created nation. But I could not come up with a way to include it in map commands. I dropped the project hoping someone else would pick up on it. So altho I love that Elmokki's program and love using it, it does not fit the idea I had for another server game. Quote:
imho :target: |
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Oh, and people with a sense of humor are immune to crabpeople. I suggest developing one to thwart the coming invasion. |
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I dont think Id have called it hubris. Such a post made on their site would be hubris. Here its propaganda. I had some training on the subject. Note that propaganda does NOT mean that its false. It only means that its been worded to lean one direction. The same information can just as easily be worded in favor of the change. People have commented that my attitude has changed but it has not. I feel the same but I word it more carefully which is one of the reasons I am still here.
Sometimes a pat on the head can be more insulting than a rude word. And with a bit of practice he also could learn to make the same point with more of a honey tongue. If he made the effort then maybe he can even raise up that 10% abit. :target: |
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Heehee. You comment that its 90% here, and 10% there. And you made the comment in a way that proves many points about the differences between the way the two forums function.
If you consider that a win than I think everyone won on that one. :D /returning thread to OP |
Re: Mod Brainstorm-wishlist
I'm afraid, Gandalf, that I have literally no idea what you're saying.
The two forums should not be hostile towards one another. I think everyone agrees on that (Sombre just reiterated it over in the other forum). The only reason the forum split is because of mishandling by Shrapnel staff. However, for people interested in modding or other content creation, there is far more going on in the other forum than here. So I would direct people interested in content over there. Ideally people can check in both forums. I get more comments in the other forum, but there is also great feedback to be had here (thanks Valerius!). Link to other forum for anyone for whom this is a mysterious conversation: http://z7.invisionfree.com/Dom3mods/index.php?act=idx As for this thread: Theunderlord, it's great to have enthusiasm. However you're being met with sarcasm because in practice producing mods takes a lot of time and effort (for me a mod nation takes several months of obsession and working on it in every available scrap of time). The people who make them normally have plenty of ideas of their own. On the other hand, we have seen a lot of people turn up with tonnes of "ideas", who go on to contribute nothing. So there is inevitably some skepticism of "ideas" threads. |
Re: Mod Brainstorm-wishlist
http://i22.photobucket.com/albums/b3...ed-quickly.jpg
Thanks llamabeast for telling theunderlord in words what I was trying to convey with sarcasm and skepticism. Lesson #12 in propaganda, never talk about the lessons you had in propaganda. s/propaganda/manipulation/ ;). |
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Fyi, Gandalf, I think you can get the code for unitgen from Elmokki, so then it would be easy to add additional map data to the existing code. It is Java code.
Not sure if it is open source or whatever. But from what I recall, Elm was not against sharing the code. He is reachable on irc. |
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Well, it seems that might also be his intention so the improvement would still work. |
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But as I mentioned, I had already gone down this road with my own program quite a while back. I dropped it because I could not make it work as only map code the way my SemiRand, allied AI's, and Chaos programs did. I was able to get mine to work in creating a mod. I probably should have released it at that point I guess |
Re: Mod Brainstorm-wishlist
Back to the OP...
Theunderlord: feel free to glance at my mods on Dom3Minions.com Not much there and what is there is mostly as proof-of-concept hoping someone else will improve on it. In particular the Watcher mod could probably be improved based on changes to the modding capabilities in the game (altho the debug mod did a pretty good job of improving on it) |
Re: Mod Brainstorm-wishlist
Holy cow, are you guys freaking serious? That forum is devoted to trashing people over here. You get a couple of return comments to some negative comments you make over here and all the sudden you guys are being picked on. Sack up. If you are going to trash people all day long on your forum and then come over here and make disparaging comments under alternate accounts, expect some resistance.
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Re: Mod Brainstorm-wishlist
As far as quality of discussion, I suggest this thead being used as a benchmark for comparison.
Flame on mothafokkaz! |
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http://z7.invisionfree.com/Dom3mods/...?showtopic=774 http://z7.invisionfree.com/Dom3mods/...p?showtopic=56 http://z7.invisionfree.com/Dom3mods/...?showtopic=144 It only took me a couple of minutes to find those, I'm sure there are better examples of the quality environment your forum has. Please put your blinders back on and head back over to your sewing circle with the rest of the bitter cry babies. And to the rest of you, it would do you well not to kiss up to these trolls, it doesn't affect what they think about you, one bit. |
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Difference is, those threads are obvious jokes (well, the drunk one may not be) and as a bonus they are all posted on the offtopic section of the forums.
Stop being so butthurt, please. |
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God, this thread just needs to die in a fire already.
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Or how about you guys don't come over here to spew your "ignorant 90%", "MOD is not an acronym crap" and I won't respond in kind? Apparently, you guys are so perpetually "butthurt" you can't get over a few people getting banned and have to come here and remind us how emo you are.
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