Thread: how modable ?
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Old December 5th, 2003, 05:54 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: how modable ?

OK I know I never speak for a majority, and its probably too late for this....
(pardon me if this was covered somewhre else already)

Mods will change how Dom2 plays ALL maps? Change the internal units themselves permanently? So if I made that change to a sprite and a summoning site or nations starting site then thats what I would get in every game I play whether solo or multiplayer? At best, that seems like it would be very confusing. At worst, abuseable.

My personal opinion (for what its worth) is that Id much rather they were external files (especially since then I can play with a generator RandomMapCult RULES!). Better yet have it work completely from expecting the files to be specified in the .map file and found in the maps directory. Maybe in the game-save directory. Or a directory for each added theme off of a directory such as maps.
Such as #newtheme 3 "Arthurian.txt"
which can have all the info on which man theme to replace, file names for images of Arthur and Merlin (replacing old one-eye as a hero), names of knight heroes, adding Excaliber, /etc /etc.

If you needed to add blank placeholders into the game such as another 100 units saying "this space available" to make this work then thats OK with me. I can program around those numbers. But Id rather a mod didnt permanently change game things.

[ December 05, 2003, 15:57: Message edited by: Gandalf Parker ]
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