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-   -   modding events? (http://forum.shrapnelgames.com/showthread.php?t=40431)

Aezeal August 31st, 2008 04:15 PM

modding events?
 
As far as I knew we couldn't mod events. yet in the feedback on Dominions 3000 I was told this:

Quote:

A celebrant of the faith has appeared preaching justice and bringing with him no less that 49 Oni Dragons. Needless to say my victory is now assured. ;-)
now you all might not know oni dragons.. but as you might expect they are high level summons with a lot of HP and attacks.. so things like this are not meant to be.

The Oni-dragon unit number is 2765 and doesn't copystat any troop. I have no idea how they could end up with that celebrant of the faith (as opposed to his usual militia or flagellants)

Can anyone help me on this one?

Gandalf Parker August 31st, 2008 09:29 PM

Re: modding events?
 
As far as I know we cannot change the events without directly editing the dom3.exe itself.

However with some creative modding it might be possible to create new events.

Aezeal September 1st, 2008 04:53 AM

Re: modding events?
 
any idea's how this came to be though? 2765 isn't the usual militia number.. so no idea how they could turn up there..

Kristoffer O September 1st, 2008 11:47 AM

Re: modding events?
 
That was fun :)

No idea why it happened though.

Kristoffer O September 1st, 2008 11:52 AM

Re: modding events?
 
BTW, Edi, you could probably put event modding up on the modwish shortlist. Not sure how hard it would be, but it doesn't hurt to have it in the shortlist.

Edi September 1st, 2008 12:58 PM

Re: modding events?
 
Will do.

NTJedi September 13th, 2008 09:42 PM

Re: modding events?
 
Quote:

Originally Posted by Kristoffer O (Post 635631)
BTW, Edi, you could probably put event modding up on the modwish shortlist. Not sure how hard it would be, but it doesn't hurt to have it in the shortlist.


Being able to modify existing events and add new ones would be wonderful!

Being able to modify existing mercenary costs/content and add new ones would also be wonderful!

Gandalf Parker September 14th, 2008 12:54 AM

Re: modding events?
 
If I place a unit on a map, and its stealth, will it be hidden?
If I mod a number of non-moving units to max stealth and scatter them all over the map then they could act as pre-placed locations for events.
Then I could use a filler.dm with those defined units at the start of the game with a program which would modify it when certain things occured. Checking the game.log for certain events, number of turns, or just random. Then the program would rewrite the filler.dm changing one of the marker units into an event such as an invasion.

Another thought for getting mid-game messages.
Mod an obelisk unit and place it in each capital. The program could change the description of the unit to provide new runes to read. It could also change the image from a grey stone to one with a blue aura or something like that so that the person knows that a magical change has occured and to examine the stone again for a new message.

Just thoughts..
Gandalf Parker

Edratman September 14th, 2008 06:45 AM

Re: modding events?
 
Quote:

Originally Posted by Gandalf Parker (Post 638228)
If I place a unit on a map, and its stealth, will it be hidden?


Just thoughts..
Gandalf Parker



I've done this, unintentionally of course, with many map mods. Unless you define ownership of the province, the units are independents and just sit in the province awaiting an invasion by a player.

Stealthy units always defend a province.

Gandalf Parker September 14th, 2008 11:36 AM

Re: modding events?
 
Thats too bad. I guess I will add that to the Map Wishlist. Commands to set actions such as #hide when you place a unit.


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