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-   -   MOD: #scenario tag (http://forum.shrapnelgames.com/showthread.php?t=18694)

gladestrider April 11th, 2004 04:20 AM

MOD: #scenario tag
 
Can someone give me a quick rundown on what impact this command will have?

gs

Gandalf Parker April 11th, 2004 05:22 AM

Re: MOD: #scenario tag
 
There are MOD commands and there are MAP commands. I know of no scenario MOD command.

In a .map file the #scenario command flags that more things have been re-decided than usual. A glowing starburst appears next to it when selecting a map to play on. And certain game features that are decided by map commands will not be available to the players to change.

Gateway103 April 11th, 2004 05:56 AM

Re: MOD: #scenario tag
 
[edited: deleted]

My apology, posted in the wrong thread.

-Gateway103

[ April 11, 2004, 04:57: Message edited by: Gateway103 ]

gladestrider April 11th, 2004 07:46 PM

Re: MOD: #scenario tag
 
Thanks, guys. Sorry about the confusion--I guess I have a frame of mind where editing a map is "modding" it, so that's why I used MOD. I can see where that distinction is important, if there is a command that is valid for both .dm and .map files. I'll try to get with the program.

So, what you're saying is: if I don't set the #scenario flag, the players can override any of the decisions that I've put in the .map file (like commander renaming, Indep. strength, etc.)?

Thanks again,
gs

PDF April 12th, 2004 01:31 AM

Re: MOD: #scenario tag
 
#scenario is a MAP command, not a Mod command.
If present in a map it ...well... flags it as a "scenario" http://forum.shrapnelgames.com/image...s/rolleyes.gif !
Effects are :
A nice icon (flashlight) near the map name when starting a game
* game parameters selection : now in 2.11 only non-already set (in the map) parameters can be altered when starting the game (before 2.11 no parameters at all could be specified, so those not set in the map where back to default)

Apart from that there's no difference with a standard map AFAIK.


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