.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old October 30th, 2009, 10:50 PM
Seve82's Avatar

Seve82 Seve82 is offline
Private
 
Join Date: Nov 2007
Location: Oulu, Finland
Posts: 40
Thanks: 1
Thanked 1 Time in 1 Post
Seve82 is on a distinguished road
Default Is there WH fantasy battle total mod?

As topic says is there total mod which has all WH nations that are available? If anyone has all in same mod I sure would appreciate it.

MAY CHAOS UNDIVIDED RULE SUPREME!
Reply With Quote
  #2  
Old October 31st, 2009, 06:04 AM
Burnsaber's Avatar

Burnsaber Burnsaber is offline
Colonel
 
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
Burnsaber is on a distinguished road
Default Re: Is there WH fantasy battle total mod?

There is the "Six Nations" version, it contains Chaos (with heavy modifications), Itza, Bretonnia, Ogres, Skaven and Tomb Kings + CBM 1.6.Download Here

Yeah, no Dwarfs (which is good, since they are not really finished at this point).

I'm not usually the kind of guy that suggests to someone else to do somehing work-intensive (I just prefer to cut the "middle-man" and do it myself), but it would be really good if some PERL wizard could take he complimation mod under his protection. You know, updating the complimation mod when one nation gets updated and adding new nations as they come (Chaos Dwarfs and Orcs are in the works, for example).
Reply With Quote
  #3  
Old October 31st, 2009, 06:09 AM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Is there WH fantasy battle total mod?

I could do that quite easily, when I've fixed my current mod compilation script (which doesn't currently seem to like your mods for some reason Burn).
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
  #4  
Old October 31st, 2009, 07:07 AM
Burnsaber's Avatar

Burnsaber Burnsaber is offline
Colonel
 
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
Burnsaber is on a distinguished road
Default Re: Is there WH fantasy battle total mod?

Quote:
Originally Posted by llamabeast View Post
I could do that quite easily, when I've fixed my current mod compilation script (which doesn't currently seem to like your mods for some reason Burn).
I have a theory on why that is happening. When the "Six Nations" mod was compiled, the only mod whose renumbering was bugged was Bretonnian's ritual summoning spells (oddly, the combat summons worked). The only difference between the summoning spells in other mods and mine was that I had listed the spells *before* the units in the bretonnia .dm file. It's a quirk of mine to start the .dm file with the spell code.

Could that cause llamascript to go haywire? Listing summoning spells before the units they actually summon? This could explain the bugginess with my Holy War mod too.
Reply With Quote
  #5  
Old December 22nd, 2009, 04:55 AM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Is there WH fantasy battle total mod?

Quote:
Originally Posted by Burnsaber View Post
Quote:
Originally Posted by llamabeast View Post
I could do that quite easily, when I've fixed my current mod compilation script (which doesn't currently seem to like your mods for some reason Burn).
I have a theory on why that is happening. When the "Six Nations" mod was compiled, the only mod whose renumbering was bugged was Bretonnian's ritual summoning spells (oddly, the combat summons worked). The only difference between the summoning spells in other mods and mine was that I had listed the spells *before* the units in the bretonnia .dm file. It's a quirk of mine to start the .dm file with the spell code.

Could that cause llamascript to go haywire? Listing summoning spells before the units they actually summon? This could explain the bugginess with my Holy War mod too.
A bit late in answering this, but I would assume that this would cause problems. The modding manual lists in what order things are loaded, but IIRC the game reads the mod file line by line and if something you have put in there uses something else in the mod without that something else first being defined, strange things can result.

That's why it's a good idea to first mod weapons and armor, then mod monsters and only then mod anything else that may use those selfsame monsters (such as spells, sites, nations etc).
Reply With Quote
The Following User Says Thank You to Edi For This Useful Post:
  #6  
Old December 22nd, 2009, 09:38 PM

alansmithee alansmithee is offline
Private
 
Join Date: Oct 2008
Posts: 41
Thanks: 5
Thanked 8 Times in 4 Posts
alansmithee is on a distinguished road
Default Re: Is there WH fantasy battle total mod?

Quote:
Originally Posted by Edi View Post
Quote:
Originally Posted by Burnsaber View Post
Quote:
Originally Posted by llamabeast View Post
I could do that quite easily, when I've fixed my current mod compilation script (which doesn't currently seem to like your mods for some reason Burn).
I have a theory on why that is happening. When the "Six Nations" mod was compiled, the only mod whose renumbering was bugged was Bretonnian's ritual summoning spells (oddly, the combat summons worked). The only difference between the summoning spells in other mods and mine was that I had listed the spells *before* the units in the bretonnia .dm file. It's a quirk of mine to start the .dm file with the spell code.

Could that cause llamascript to go haywire? Listing summoning spells before the units they actually summon? This could explain the bugginess with my Holy War mod too.
A bit late in answering this, but I would assume that this would cause problems. The modding manual lists in what order things are loaded, but IIRC the game reads the mod file line by line and if something you have put in there uses something else in the mod without that something else first being defined, strange things can result.

That's why it's a good idea to first mod weapons and armor, then mod monsters and only then mod anything else that may use those selfsame monsters (such as spells, sites, nations etc).
Yeah, I'd like to add I noticed that things in the mods seem to load top-down. I was doing a couple of my combat spells, but they didn't work until I put the nextspell on top of the actual spell to be cast. I'm sure this behavior is found in other things in modding.
Reply With Quote
  #7  
Old October 31st, 2009, 11:43 AM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Is there WH fantasy battle total mod?

Ooh, good thought. I'll bear that in mind when I look into it.
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
  #8  
Old December 11th, 2009, 08:34 AM

alansmithee alansmithee is offline
Private
 
Join Date: Oct 2008
Posts: 41
Thanks: 5
Thanked 8 Times in 4 Posts
alansmithee is on a distinguished road
Default Re: Is there WH fantasy battle total mod?

Just wondering, I'm having some free time coming up, and I decided I'd try my hand at a couple of WH mods (Wood Elves and VC, respectively). I'm about half-done on the code for Wood Elves, and for now have just been leaving all numbering blank. Is there a list of which numbers are available to use if I want my (prospective) mods to be compatible with the other WH mods?
Reply With Quote
  #9  
Old December 11th, 2009, 09:49 AM
Stavis_L's Avatar

Stavis_L Stavis_L is offline
Second Lieutenant
 
Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
Stavis_L is on a distinguished road
Default Re: Is there WH fantasy battle total mod?

Quote:
Originally Posted by alansmithee View Post
Just wondering, I'm having some free time coming up, and I decided I'd try my hand at a couple of WH mods (Wood Elves and VC, respectively). I'm about half-done on the code for Wood Elves, and for now have just been leaving all numbering blank. Is there a list of which numbers are available to use if I want my (prospective) mods to be compatible with the other WH mods?
See Gregstom's excellent Mod Compatibility Index project to cross-reference nearly all mods posted on these forums.
Reply With Quote
  #10  
Old December 14th, 2009, 08:38 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Is there WH fantasy battle total mod?

I will resume work on WH stuff in the new year. In case anyone is interested :]

I'd like, with the help of others, to get a total WH nations mod eventually.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:34 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.