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Nation replacement mod 0.9
So, some of you might have heard about this little modding project I have been slowly gathering together. The idea was simple: to duplicate the nations already appearing in original Dominions. With these mods it is, at Last, possible to play as Vanheim against Vanheim.
I will probably add most themes, and correct any mistakes found from these. I would especially like to have correct information about provincial defence of different nations. The Version number of all these mods is 0.90, and that means that while I think they all are playable, some mistake might have slipped in that gives them extra boost or makes them unplayable. All comments are welcome, and those posted to this thread are the ones most likely read. --------------------- I Wish, and plan, work hard for a couple of months and finally finish it. Next time, I think I'll just trade some clams and wait for a couple of years. |
Re: Nation replacement mod 0.9
WOW - that's a great piece of work !!!
Some (simple) .tga files to go with the .dm files might be nice. I couldn't see which of the mods I had enabled in the start-up screen. I'm looking forward to some interesting games using these mods . |
Re: Nation replacement mod 0.9
Excellent work! However by its very existence it may have served its purpose. In other words I havent been seeing alot of the "my strategy is better than your strategy" arguments for me to throw this into.
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Re: Nation replacement mod 0.9
Okay, .tga pictures ordered. Anyone have anything else? Like upgrades to the provincial defence list?
Which one would you like to have in the .tga files: most powerful (i.e. most expensive) mage of that nation, thematic unit from that nation (i.e. whatever I like) or the flag of the nation? I will add text, also, and probably will have black background. I'll have the name of the nation on the left, flag/unit/mage on the right. ASCII example: <font class="small">Code:</font><hr /><pre> _________________ | \ ¤ | | PANGAEA \#o | |____________//_| </pre><hr /> (BTW, that was a satyr) |
Re: Nation replacement mod 0.9
Very nice!
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Re: Nation replacement mod 0.9
Quote:
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Re: Nation replacement mod 0.9
Great!
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Re: Nation replacement mod 0.9
I have made a java program that can do the following chances: read given file, copy it to a new file and while doing so change
- all #selectnation -tags to point at spesific nation - spells' owners to the same X, if #researchlevel is immediately after #school -2 - remove national spells of the nation that is replaced This will work with the mods I have done as well as most other mods which have only one nation in them. The bad news is that the program has no user interface, yet. I know how I want it to be, but I'm not very good at creating it. My holidays will start in a few days, so you might get present sometime soon... http://forum.shrapnelgames.com/images/smilies/wink.gif The program can be made to an applet after I finish it, and the text that woulb be inside the .dm can be given as text so as to make it easy to copy it to a .dm, but I don't think applet can create proper .dm file. It might even be possible to make the program edit the name and banner of the mod, but that will take more time if it will be done at all. Can .java source be compiled to an .exe or something other self-working? I can only compile it to a .class file that needs Java something kit 1.5.0, 90 megs of download. After that shameless advertisement I hope someone still is interested in my Nation Replica Mod, and wants to upload it to his/her/His/Her page. I'm afraid it will vanish as soon as this thread falls out of the front page... http://forum.shrapnelgames.com/images/smilies/frown.gif |
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