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October 7th, 2003, 02:14 AM
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Major General
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Editing a spell's stats would achieve the same goal as being able to remove them. Don't like Summer Lions? Change the cost to 500 gems. Mind Duel? Change it to 100 gems, and I suspect it will never again be cast in combat.
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October 7th, 2003, 07:15 AM
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National Security Advisor
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
As for weapon editors and such, I've one question related more to Dominions-PPP than DomII: Is there a comprehensive master list of all weapons and armor available in Dom-PPP somewhere, because the list given in the mon_edit.pdf was more of a guideline than a really comprehensive one. Would be nice to know.
Edi
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October 7th, 2003, 09:02 AM
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BANNED USER
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Quote:
Originally posted by Saber Cherry:
Editing a spell's stats would achieve the same goal as being able to remove them. Don't like Summer Lions? Change the cost to 500 gems. Mind Duel? Change it to 100 gems, and I suspect it will never again be cast in combat.
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Well maybe we will have the power to do these. 
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October 7th, 2003, 06:01 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Yup. 
__________________
Dominions 3. Wallpapers & Logos
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"Training is principally an act of faith. The athlete must believe in its efficacy: he must believe that through training he will become fitter and stronger, that by constant repetition of the same movements he will become more skillful."
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October 7th, 2003, 11:10 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Quote:
Originally posted by Mortifer:
quote: Originally posted by Saber Cherry:
Editing a spell's stats would achieve the same goal as being able to remove them. Don't like Summer Lions? Change the cost to 500 gems. Mind Duel? Change it to 100 gems, and I suspect it will never again be cast in combat.
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Well maybe we will have the power to do these. Yes, "spell editing" would be a neat feature.
((If we can disable spells only, that is all good as well.))
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October 7th, 2003, 11:18 PM
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Shrapnel Fanatic
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
I know Im a party pooper but I think editing spells would be too far. I want people to enjoy the game but I dont want everyone playing different games.
Maybe a switch or a game-setting in the menu that would allow for a general raising of spell costs that use gems. That I would like.
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-- 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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October 7th, 2003, 11:29 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Quote:
Originally posted by Gandalf Parker:
I know Im a party pooper but I think editing spells would be too far. I want people to enjoy the game but I dont want everyone playing different games.
Maybe a switch or a game-setting in the menu that would allow for a general raising of spell costs that use gems. That I would like.
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Yes editing spells is a bit too much. But disabling spells is a must have if we talk about spells.
If we cannot disable spells, we cannot make good scenarios.
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October 8th, 2003, 12:34 AM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Quote:
Originally posted by Gandalf Parker:
I want people to enjoy the game but I dont want everyone playing different games.
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Why not? If somebody would enjoy the game more with mind duel costing 1 gem instead of just fatigue, how does that bother you?
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October 8th, 2003, 03:25 AM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Disabling spells sounds good. I dont want to jinx Dom 2 before its even out but there were some spells which caused alot of discussion in Dom 1. I think we might have been happy with an option to just remove the use of certain spells that caused imbalance arguments. It would be a way to agree on a "temp fix" until a patch arrives.
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-- 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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October 8th, 2003, 09:18 AM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Quote:
Originally posted by Mortifer:
quote: Originally posted by Gandalf Parker:
I know Im a party pooper but I think editing spells would be too far. I want people to enjoy the game but I dont want everyone playing different games.
Maybe a switch or a game-setting in the menu that would allow for a general raising of spell costs that use gems. That I would like.
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Yes editing spells is a bit too much. But disabling spells is a must have if we talk about spells.
If we cannot disable spells, we cannot make good scenarios. I agree too. Disabling spells is the best what we can get and yes it is a must have as youve said. Editing spells is pointless, because if you want to make a mod, you just choose out the spells what you will need, and simply disable the rest. There is a huge spell arsenal in Doms II. so it won't be a problem. 
[ October 08, 2003, 08:19: Message edited by: DominionsFAN ]
__________________
Dominions 3. Wallpapers & Logos
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"Training is principally an act of faith. The athlete must believe in its efficacy: he must believe that through training he will become fitter and stronger, that by constant repetition of the same movements he will become more skillful."
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