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March 15th, 2007, 11:58 PM
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Sergeant
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Join Date: May 2004
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Dom3 Unit Maker v1.07
Dom3 Unit Maker v1.07
changelog:
version 1.00
- initial release
version 1.01
- fixed protections and resistences to take negative values
- fixed seduction command
- added missing make monster commands
- added option to leave out main mod commands
- added option to append
- rearanged some of the abilities in the gui
- fixed missing #end for mod
version 1.02
- fixed supply bonus for gluttony
- new preset item slot button: 2 hands, head, body, feet, 2 misc
- hotkeys to select tabs: f1 general, f2 armor, f3 weapons, f4 abilities, f5 magic, f6 leadership, f7 item slots, f8 create
- tab indexes fixed (tabbing to next control works logically)
version 1.03
- fixed start age to accept -1
- added a modifiable list of weapons and armor in the data directory
-- each entry must have the item number followed by a tab followed by the item name
--- ex: 14 Plate Hauberk
-- if a file is missing, a default list will be used as before
version 1.04
- seige, pillage group renamed to other and moved to third abilities page
- added new commands from 3.08 patch
-- spread dominion (#spreaddom) added to magic->abilities
-- increase unrest (#incunrest) added to abilities->page3->other
-- no bad events (#nobadevents) added to abilities->page3->other
- fixed item slot values
- added the fourth hand slot
version 1.05
- checked list boxes will now check on click
- fixed ressize, didn't work
- detailed comment on body slots
- clear button on each main tab
- reset all button on create tab
version 1.06
- enabled clear button for abilities
- fixed 'eyes'
- fixed 'castledef'
version 1.07
- added copy stat functionality, added to 'Create' tab
-- copy stat
-- clear
-- clear magic
-- clear special
- tab rearangement
-- stats and abilities now all under 'Abilities' tab
-- armor, weapons and item slots under 'Equipment' tab
todo
- random button
- add support for loading units from database
- improve append to look for end of mod
- tool tips
- new modules to create weapons and armor
Last edited by Edi; August 26th, 2008 at 04:41 AM..
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March 16th, 2007, 12:34 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Dom3 Unit Maker
Cool. Any chance it will be able to grab values from the unit database automatically? That way you could load up all the stats for say, Ulmish infantry, make a few changes, then turn it into mod commands text.
That would really speed things up a lot and reduce the amount of messy copystats that people tend to use.
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March 16th, 2007, 01:12 AM
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Sergeant
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Join Date: May 2004
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Re: Dom3 Unit Maker
thats a possibility for future development, just focusing on the basics right now though
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March 16th, 2007, 02:25 AM
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Sergeant
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Join Date: May 2004
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Re: Dom3 Unit Maker
things are going well, most of the basic modding commands are working and outputting to file. i should be able to make a release in a few days
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March 16th, 2007, 07:41 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: Dom3 Unit Maker
If you're looking for projects, you know what would be really really cool? A pretender maker. Just something where you can create a pretender and save your settings and load them again and maybe modify them a little.
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March 16th, 2007, 02:02 PM
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Sergeant
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Join Date: May 2004
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Re: Dom3 Unit Maker
you'll be able to make pretenders with this just like any other unit
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April 28th, 2007, 10:04 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: Dom3 Unit Maker
I have now tested this with Mono 1.2.2.1 and it works fine for one negligible unimplemented method:
Code:
Unimplemented: Control::set_AutoSize(bool)
and one shortcoming: You seem to be using the backslash as directory seperator which gives problems with non-Windows systems, of course. Since Windows is POSIX-conform since WinNT and takes a slash "/" instead of a backslash "\", too, could you change your program to use slashes instead, or find out what the right character to use is? I think the trouble is just that you have the backslash hardcoded so far. So far, it saves the files under weird filenames (in the parent directory where you want to save it, with the filename "dir\file.dm" for the file.
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April 29th, 2007, 12:10 AM
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Sergeant
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Join Date: May 2004
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Re: Dom3 Unit Maker
yeah, those slashes are hardcoded. i believe windows will take either the back- or forward slash, so should be an easy fix. ive been waiting for my new lappy to arrive before starting to play with new software, my old pc is barely limping along. so after i get that i'll experiment with mono and get that multiplatform release out.
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April 29th, 2007, 01:00 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Dom3 Unit Maker
Will MapGen come out multiplatform also?
Id like to program a basic program to run batches of daily maps off of my server. Something like I did for Dom2 with DomMap (which I might resurrect)
http://www.dom2minions.com/~dominion...andomMaps.html
I was thinking of having it run at night on my Windows machine then automate transfering them to the linux server. But Id much rather it all ran on linux
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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April 29th, 2007, 04:15 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: Dom3 Unit Maker
so, when can we expect the next version of the unit gen?
I love this thing! saves me tons of time modding!
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