
December 10th, 2003, 04:52 PM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
Thanks: 5
Thanked 3 Times in 3 Posts
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Re: how modable ?
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Originally posted by Gandalf Parker:
quote: Originally posted by Kristoffer O:
[qb] They are toggleable. No need to worry.
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Whew (sigh of relief)
THANK YOU. What about the other points?
Its going in the /dominions2 directory? Or map/game specific? A new directory? In dominions2/mods directory.
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It does need to replace one of the 1010 units? Can we get unit ID on the unit display? Or turned on with a keypress?
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You can access a list of all mods located in /mods directory by going to preferences menu in game. From there you can activate/deactivate any/all mods from there. Mods are done in text files much like .map files so you use some text editor for making them (there is documentation included) but there is no unit ID so far.
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Should we start developing a list of not-in-the-game units? That will be really hard to do without some sort of in-game ID. Even with it. There are 4 or 5 Versions of the red dragon, I dont know which ones are used where. Many knights that all look the same. Will some blanks be added?
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Each mod can have text description attached to it, so it is best to be informative about these things you mentioned in those descriptions instead of just typing "XXX mod made by YYY". There is map at Sunray's site that has all units included in it by number so you can use that (at the moment) to decide which unit you want to use/change.
[ December 10, 2003, 14:53: Message edited by: Daynarr ]
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