|
|
|
|
March 27th, 2004, 02:53 AM
|
|
Corporal
|
|
Join Date: Jan 2004
Location: washington dc
Posts: 60
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Image mod question
I don't really think there is an solution, but:
I am creating a mod race based on japanese ghosts and Oni; I want to have units that have a different shape (and possibly different stats) each season, ie Fall is shape W, winter shape X, spring shape Y, summer shape Z.
Feasible? Possible? Ideas?
|
March 27th, 2004, 10:19 AM
|
|
General
|
|
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
|
|
Re: Image mod question
Not possible. Interesting idea though.
|
March 27th, 2004, 07:09 PM
|
Corporal
|
|
Join Date: Jan 2004
Posts: 155
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Image mod question
Quote:
Originally posted by Kristoffer O:
Not possible. Interesting idea though.
|
If it is not possible via normal modding, then perhaps one can achieve this via a 3rd party app. For example, you have 4 Versions of the modding file (one for each season), and use something similar to Torvak's savegame utility that reads in the turn number. Then every 3-turn, it renames the appropriate graphic Version mod into the designated mod name. Hopefully that could work.
I know you can change some mods midgame, as seen in Arryn's AAR when she changed the images of Unwise Flag Pack midway through. So maybe the idea could work. Quite cumbersome, but just maybe doable.
My 0.2 cents.
-Gateway103
|
March 27th, 2004, 07:26 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Image mod question
Interesting concepts all the way around.
A limitation with MAP things (which is what I mostly do) is that there is no way to have changes occur partway thru the game.
Hmmm if a mod is checked/used thruout the game then some sort of turn recognition command might be feasable. (at this point Johan O is either humming thoughtfully, or cringing at the thought)
Not only the seasonal thing (kewl idea) but if any sort of AI modifys get worked out then that could get very interesting. I still would like to someday see something where the methods of the AI could be suddenly drastically randomly moved in a new direction mid-game.
That external turn watcher can work. I can think of a number of ways to have it swap mod-file Versions at a turn count. It could even randomly decide between various mods.
__________________
-- 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!)
|
March 28th, 2004, 03:30 PM
|
|
Corporal
|
|
Join Date: Jan 2004
Location: washington dc
Posts: 60
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Image mod question
so it is technically feasible, if using a 3rd party mod? I guess if I can get ahold of Torvak, and see his source, then I can get the function to check turns and switch the current images and data with a different set.
I am assuming that the dom2.exe stores everything in play in a flat file, comma delimited or some such, since it has to track various afflicitions/hps/items on individual units.
Interesting.
I want to wrap up the rest of hte mod first, but will come back to this.
|
March 28th, 2004, 04:13 PM
|
|
First Lieutenant
|
|
Join Date: Sep 2003
Location: Bordeaux, France
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Image mod question
Quote:
Originally posted by 1000yd_stare:
so it is technically feasible, if using a 3rd party mod? I guess if I can get ahold of Torvak, and see his source, then I can get the function to check turns and switch the current images and data with a different set.
I am assuming that the dom2.exe stores everything in play in a flat file, comma delimited or some such, since it has to track various afflicitions/hps/items on individual units.
Interesting.
I want to wrap up the rest of hte mod first, but will come back to this.
|
Remember that dom2 was certainly NOT designed with modding in mind. I'd be very surprised if mod files were re-read for each turn - it would be surprising, and very likely to add bugs.
Most likely, what you're envisioning will only be possible if the devs like the idea enough to add the option.
|
March 28th, 2004, 04:25 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Image mod question
There are 3 ways I can think of to act on each turn. Using the -preexec or -postexec switches which is what I think they are for but they might only in a host mode (hmm we should ask them to change that). Using the -stat switch I think might put a turn number into that stat text file. And the easiest would be to watch the game directory for updated time stamps on the .trn files.
[ March 28, 2004, 14:26: Message edited by: Gandalf Parker ]
__________________
-- 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!)
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|