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March 19th, 2005, 07:39 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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A gift to the modding community
The attached file is a "null mod" of virtually every spell in Dominions II, in virtually the same order they appear in the research screen. The only known ways that this varies from perfection is that some national spells are missing.
What is a "null mod"? It means that - to the best of my ability, and Daesthai's ability - if you use this mod, nothing in the game will change in any way. If there are any changes, please tell me, as those are bugs.
Since this changes nothing, its only use is to help modders alter spell costs / paths / research levels from Dominions II's base settings. It is almost like providing all of Dominions II's spells in an editable text format... except that the effects of the spells cannot be changed (aside from summoned creatures), only the parameters (fatigue, gems, paths, research level).
I generated this because I am working on a comprehensive spell mod. And then I realized other people might like it too!
So, please enjoy!
Notes: This is a direct data rip from Daesthai's "The Tome" version 1.5. Some errors (mainly spell name mispellings) were corrected. I spent quite a while designing the correct excel macros to generate this, but Daesthai spent way more time making the original data sheet than I did making this mod.
Edit: Corrected version 1.3 attached.
-- Version 1.3 fixes:
-- Most site-search spells had the wrong gem cost. Thanks, Bummer_Duck!
Edit: Corrected version 1.4 attached. I doubt there are more than 1 or two errors left, and they're probably minor if they exist.
-- Version 1.4 fixes:
-- Fairy Trod cost.
-- Frost Dome cost.
-- Water Ward capitalization.
-- Seven Year Fever cost.
-- Leprosy research level (7 to 6).
-- Vortex of Returning cost (2 to 3).
-- Master Enslave path level (9 to 8).
-- King of Elemental Fire cost (35 to 50).
...That's all I found after 12 hours of working with all the spells. KoEF was the only big one, IMO.
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March 19th, 2005, 07:57 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: A gift to the modding community
Wow, this is great! I knew that the Grimoire had this info, but as a mod it has more use.
Would it be possible to use those macros you created for spells to make weapon and armor null mods, or even UNIT null mod. With that info on easily available files and small program that "compiles" DomII mods it would be easy to make mods like to this:
#selectspell "False Horror"
#researchlevel +1
#end
#selectmonster "Master Smith"
#str +2
#hp +3
#mr -2
#end
that come out as this:
#selectspell "False Horror"
#researchlevel 7
#end
#selectmonster "Master Smith"
#str 12
#hp 13
#mr 12
#end
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March 19th, 2005, 08:28 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: A gift to the modding community
Quote:
Endoperez said:
Wow, this is great! I knew that the Grimoire had this info, but as a mod it has more use.
Would it be possible to use those macros you created for spells to make weapon and armor null mods, or even UNIT null mod. With that info on easily available files and small program that "compiles" DomII mods it would be easy to make mods like to this: (snip)
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For a while I was working on putting that capability into the combat simulator. It is now capable of inputting mods and outputting mods (to units and equipment only, not to spells). It has the ability to do somelimited things, too, like +X gold cost per Y resource cost, or -X precision per Y protection from armor, and even more advanced things... but currently the source code must be edited to generate mods with these changes. So it never really got up to prime time with easy usability.
I know a bit of excel programming, and I can autogenerate unit costs from their stats (given a formula) and output it in mod format, and autogenerate a mod with spell costs set to 150% for a given school (like blood) or level (like research 7+). This sort of thing might be fun for custom games. But a full mod that is fair and balanced (just like Fox News! ) takes a lot of hand tuning...
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March 19th, 2005, 09:51 PM
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Major General
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Join Date: Jan 2004
Location: twilight zone
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Re: A gift to the modding community
Thank you!!!
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March 21st, 2005, 01:43 PM
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Corporal
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Join Date: Mar 2004
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Re: A gift to the modding community
This is great stuff! Thanks! I'm glad the tome was of help to you.
~Dae
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March 21st, 2005, 02:07 PM
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Corporal
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Join Date: Mar 2004
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Re: A gift to the modding community
By the way, Cherry. You mentioned some misspellings you had to correct. Do you by chance have a list of the edits you made so I can correct them in the tome, too?
Regardless, I'll do a pass over spell names to verify spellings.
Thanks for the heads up!
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March 25th, 2005, 07:38 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: A gift to the modding community
Spell Null Mod updated to 1.4 (attached to first post). I think it's probably complete now, unless sombody notifies me of an error, because I couldn't find any Happy modding!
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