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-   -   MODS technical problems? (http://forum.shrapnelgames.com/showthread.php?t=17325)

Pocus January 16th, 2004 09:31 AM

MODS technical problems?
 
some technical issues & questions about mods:

1. if I install a MOD, register it into dominions, then unregister it, then uninstall it, dominions still want to access it and crash upon creating a new game. I had to suppress the .cfg file.
2. how to handle a pbem with some MODS and another one without MODS ?

Johan K January 16th, 2004 11:05 AM

Re: MODS technical problems?
 
1. Did not know about that one... So did you delete the mod when Dominions was still running or what?

2. Dominions will automatically enable/disable mods when you choose 'select an existing game' to ensure you are properly modded for the game in question.

PvK January 16th, 2004 12:07 PM

Re: MODS technical problems?
 
3) Is there any way to mod the cost new pretenders must pay for new magic skills? I see the point cost for taking them can be changed, but I see no way to mod the cost to add magic skills to them.

PvK

PhilD January 16th, 2004 07:05 PM

Re: MODS technical problems?
 
Another thing: it would be nice if mod makers set them up so that, like the "demo" mods originally written by Illwinter, they wrote their files in specific subdirectories. This might help ensuring they don't interfere...

(I downloaded those available from the Illwinter site, and not all of them do that. Also, the "Hoburg Alliance Special Edition" overwrites some of the initial "Hoburg Alliance" files - I guess that means one cannot then decide to play the initial mod...)

Kristoffer O January 16th, 2004 07:40 PM

Re: MODS technical problems?
 
Quote:

Originally posted by PhilD:
Another thing: it would be nice if mod makers set them up so that, like the "demo" mods originally written by Illwinter, they wrote their files in specific subdirectories. This might help ensuring they don't interfere...

(I downloaded those available from the Illwinter site, and not all of them do that. Also, the "Hoburg Alliance Special Edition" overwrites some of the initial "Hoburg Alliance" files - I guess that means one cannot then decide to play the initial mod...)

<font size="2" face="sans-serif, arial, verdana">The Hoburg SE mod does not remove anything from the Hoburg mod. It only adds three units. You can choose between the mods.

PvK January 16th, 2004 09:53 PM

Re: MODS technical problems?
 
There seems to be a bug with the #clear and/or #clearmagic commands. They don't remove an existing unit's (e.g Virtue pretender's) ability to fly, it's magical creature status, or need to eat (IIRC). I only looked at a couple of units this way - I assume there are many other abilities that don't get cleared.

A way to mod the number and type of slots (not just limit to 2 misc, which can be done) would be nice.

A way to have units have inherent (unhealable) afflictions would be good.

A way to add a unit to the list of a nation's pretender options would be good (this is what I was doing, and having problems because many of the abilities, and the cost to add new magic paths, didn't seem to be editable - since one can't mod which pretenders are available to each nation, this limited the choices available quite a bit).

PvK

Pocus January 17th, 2004 02:23 AM

Re: MODS technical problems?
 
Quote:

Originally posted by Johan K:
1. Did not know about that one... So did you delete the mod when Dominions was still running or what?

<font size="2" face="sans-serif, arial, verdana">no, nothing twisted like that http://forum.shrapnelgames.com/images/icons/icon7.gif
I cant reproduce it, I had only the problem with the TANG mod, perhaps something in the file path or name can do that. It works like a charm with the other mod anyway.


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