.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 December 17th, 2008, 03:36 PM
Tifone's Avatar
Tifone Tifone is offline
Lieutenant Colonel
 
Join Date: Jun 2008
Location: Florence, Italy
Posts: 1,424
Thanks: 740
Thanked 112 Times in 63 Posts
Tifone is on a distinguished road
Question Does a prophet shape mod command exist? +some help plz

The question says everything
I remember some time ago there was a request for this command (make a prophetized unit become another unit) but I don't really remember if it was included and which command is.

-

Also I'm a total n00b who can barely program his videorecorder and would really like to modify a bit for himself Yomi so is there a VERY basic guide to learn modding of dom3 around? (Also, how do you modify a TGA file?)

Last edited by Tifone; December 17th, 2008 at 03:39 PM..
Reply With Quote
  #2  
Old December 17th, 2008, 03:50 PM
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: Does a prophet shape mod command exist? +some help plz

There is no prophetshape command. It's in the wishlist IIRC, but does not exist currently.

Modifying a targa file, you need an image processing program like GIMP or similar. See the mapmaking.pdf and the section on the image file (chapter 6, I think).

A basic guide to modding? Sorry, no such shortcuts. Read the modding.pdf in the docs folder. It has basic weapon modding, basic monster modding and armor modding as well as the nation modding and other sections. Read it, then look at some of the existing mods to see how they have been implemented in practice and then try to make your own simple mod.

Essentially, you have to do some work yourself to learn this stuff to be able to do it, but with the new manuals, it should not be difficult.
Reply With Quote
The Following User Says Thank You to Edi For This Useful Post:
  #3  
Old December 18th, 2008, 03:21 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Does a prophet shape mod command exist? +some help plz

I suggest opening a simple mod up and looking at it while you're reading the modding.pdf. Unfortunately, there aren't that many "simple" mods, most add a nation, units into it and possibly even few national spells.

Weapon/armor modding is simple, but doesn't do anything before you add them to units via unit modding.

Unit modding basics aren't too complicated, but there's a huge list of available powers and abilities, and some of the commands are more complicated.

Nation modding is very simple, but you need unit modding to achieve anything.
Reply With Quote
The Following User Says Thank You to Endoperez For This Useful Post:
  #4  
Old December 18th, 2008, 08:06 AM
Tifone's Avatar
Tifone Tifone is offline
Lieutenant Colonel
 
Join Date: Jun 2008
Location: Florence, Italy
Posts: 1,424
Thanks: 740
Thanked 112 Times in 63 Posts
Tifone is on a distinguished road
Default Re: Does a prophet shape mod command exist? +some help plz

Isn't i.e. there a way to simply change the cost of a unit? Or his attack value? Just to begin
__________________
IN UN LAMPO DI GLORIA!

Reply With Quote
  #5  
Old December 18th, 2008, 08:40 AM

Illuminated One Illuminated One is offline
First Lieutenant
 
Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
Illuminated One is on a distinguished road
Default Re: Does a prophet shape mod command exist? +some help plz

Yes.

Just create a file in the mods folder, name it whateveryoulike.dm and edit it like a text file.

I'll just copy my test mod in here which I use to test the thugs I want to make. It's very simple and adds three spells, you can probably guess what they do.

Code:
#modname "Testmod"
#description "Mod for testing."
#version 1.0


#newspell "Test - Wish"
#copyspell "Wish"
#researchlevel 0
#pathlevel 0 1
#fatiguecost 10
#end

#newspell "Test - GOR"
#copyspell "Gift of Reason"
#researchlevel 0
#pathlevel 0 1
#fatiguecost 10
#end

#newspell "Test - Teleport"
#copyspell "Teleport"
#researchlevel 0
#pathlevel 0 1
#fatiguecost 10
#end
The bold part (mod info in the manual) must be always at the start of the file, so the mod is recognized.
After that you can get on with the actual modding. To change the attack of say a Golem to 18 and defense to 3 you'd do the following mod.

Code:
#modname "Golem mod"
#description "Mod for golems."
#version 1.0

#selectmonster "Golem"
#att 18
#def 3
#end
edit: Sometimes you must watch out as the units have the same names.
For example the indy druid and the marverni druid. You must use the unit id instead of the name then.
Reply With Quote
The Following 2 Users Say Thank You to Illuminated One For This Useful Post:
  #6  
Old December 18th, 2008, 08:43 AM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: Does a prophet shape mod command exist? +some help plz

Yes.

#selectmonster nameornumber
#gcost xxx
#end

or

#selectmonster nameornumber
#att xxx
#end

or

#selectmonster nameornumber
#gcost xxx
#att xxx
#end

Those are all the commands you need to do that much, though there's a little more that you have to do to make a complete working mod. The manual says what that is under Mod Info on the first page.

Edit: too slow!
Reply With Quote
The Following User Says Thank You to rdonj For This Useful Post:
  #7  
Old December 18th, 2008, 09:01 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Does a prophet shape mod command exist? +some help plz

Illuminated One, my own test mod is pretty much identical. The only differences are that I don't usually have Teleport, and I have only one line in the beginning:

Code:
#modname "test"
This as the first line is enough to get a .dm file recognized as a mod.

Tifone, if you haven't done a .dm file before, you can do it by renaming (if you see the original .txt at the end of the file), or by saving the file as "filename.dm" with the quotemarks.

I also just went through my old projects and was reminded that I did a really simple sprite-editing guide a long time ago. Linky. To get sprites, look for the files EricM extracted. The newest sprites (from the last patch or two) were extracted by someone else, but unfortunately I don't remember who it was.
Reply With Quote
The Following 2 Users Say Thank You to Endoperez For This Useful Post:
  #8  
Old December 18th, 2008, 10:18 AM
Gandalf Parker's Avatar

Gandalf Parker Gandalf Parker is offline
Shrapnel Fanatic
 
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
Gandalf Parker is on a distinguished road
Default Re: Does a prophet shape mod command exist? +some help plz

We do have some very simple mods. Some for specific MP games that would only change a spell or two, an item, and maybe lock out a nation. I cant find one now.

We have a BLANK one by Edi (highly recommended for any game if no other mods are used so you can make mid-game changes later to enforce rules) that is just 3 lines long.

Im someone who jumps to the examples before reading the docs. It would have been nice to have had an "examples.dm" with one each of really short examples using some of the clearest commands. Maybe only a 3-5 line entry for changing a spell, making a new spell, changing a monster, making a new monster, changing a nation, making a new nation, etc. Not to teach as much as to make it clear that it wouldnt be hard for the person to do more than the example did.

(yes yes before I get the "go ahead and do it" thing, its on my list. Along with a background screen of the full keypress chart, and a tiny tiny map with an examples.map file along the line I just laid out, a large map image screen with a small map surrounded by the full keypress chart, and a set of starter gods)
__________________
-- 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!)

Last edited by Gandalf Parker; December 18th, 2008 at 10:25 AM..
Reply With Quote
  #9  
Old December 18th, 2008, 10:59 AM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: Does a prophet shape mod command exist? +some help plz

When I finally decide to tackle spell modding, probably what I'm going to do is look at one of sombre's mods, find a similar spell and adapt it to my use :P I don't know, most of the modding seems easy to me but for some reason spell modding is very intimidating.
Reply With Quote
  #10  
Old December 18th, 2008, 01:01 PM
Tifone's Avatar
Tifone Tifone is offline
Lieutenant Colonel
 
Join Date: Jun 2008
Location: Florence, Italy
Posts: 1,424
Thanks: 740
Thanked 112 Times in 63 Posts
Tifone is on a distinguished road
Default Re: Does a prophet shape mod command exist? +some help plz

Guys, you were great. Thanks a lot - I'll begin from here

Last edited by Tifone; December 18th, 2008 at 01:04 PM..
Reply With Quote
Reply

Bookmarks


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 01:20 AM.


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