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  #11  
Old December 4th, 2004, 04:08 PM
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Default Re: No more mods ? no more docs ? no more maps ?

I'm playing PBEM and single-player games, and working on a "Hard Magic" mod, but I can't finish that mod until I get the ability to mod the requirements to forge magic items (which from Zen's CBM mod thread seem to exist but are undocumented).

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  #12  
Old December 5th, 2004, 07:39 AM
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Default Re: No more mods ? no more docs ? no more maps ?

PvK, the commands for item costs are these:

#firstpath <0-7>
#firstlevel <0-5>
#secondarypath <0-7>
#secondarylevel <0-5>

Currently the #second... commands are bugged and works just like the first ones (fixed in upcoming patch). Cost for an item is 5,10,20,40,... for level 1,2,3,4,...
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  #13  
Old December 5th, 2004, 03:22 PM
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Default Re: No more mods ? no more docs ? no more maps ?

Great! Thanks very much Johan!
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  #14  
Old December 6th, 2004, 10:19 AM

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Default Re: No more mods ? no more docs ? no more maps ?

My thought on the topic is that if you want to see more action on mods, then either:

1) Make one of your own, or
2) Comment on someone else's work.

For example, I posted GreyElfLite mod a while back. Last time I checked, 12 people had downloaded it, but the only comment I ever got back was a failure to find the .dm file (which was in with the tga's). I'd love to see some feedback. I had some weird nonfatal glitches that I documented in the readme, but I'd also like to see someone with a little more modding experience take a shot at explaining or debugging these. Nothing I've tried has worked.

The December Mod-Jam update has been posted and the next update is scheduled for the 2nd week in January.

I've set aside modding temporarily to work on an updated spell database. The raw work on this is mostly done, but tracking down individual spell Queries has been taking more time than I thought it would.

Last AI drytest on GreyElfLite, I used the AI (from the AI discussion thread) to run the Jotunheim (dummy) player position. That test went about about 60 turns before the AI GreyElfLite position died--the standard game AI doesn't seem to run the Grey Elf mod that well. I have almost enough results to do a 1.01 GreyElfLite, but I'd really like to see some outside feedback before posting a new Version.

I sent a PDF Arco revision to Illwinter over a month ago (filled in the unit flavor text, updated the new commander unit's leader rating, and corrected a minor stat error), but that file seems to have disappeared into the ozone somewhere.

Modding is fun, but I also try to take some time to actually play the game as well!

Aside from that, the holiday season is upon us, which slows up new stuff a bit.
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  #15  
Old December 6th, 2004, 10:53 AM
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Default Re: No more mods ? no more docs ? no more maps ?

Quote:
RedRover said:
Last time I checked, 12 people had downloaded it, but the only comment I ever got back was a failure to find the .dm file (which was in with the tga's). I'd love to see some feedback.
As Ive said... when people wonder where all the free stuff went to I tell them that too many people have forgotten how to "pay" for free stuff. (please and thank you)

My site www.dom2minions.com is a wonderful collection of undone projects because it didnt seem like too many people were interested in them
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  #16  
Old December 6th, 2004, 11:00 AM
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Default Re: No more mods ? no more docs ? no more maps ?

I just had a three-day weekend, but haven't had time to do anything of my own 'till now. I expect to post nation doublings of Abysia, Pythium, Man, C'tis, Arcoscephale, Caelum, Marignon, Pangaea, Vanheim, Jotunheim, T'ien Ch'i and Machaka default themes sometimes this week, and might start doubling some of the easier themes like New Era Pangaea and Vanheim themes.
I would like to create a program that writes single .dm file that replaces chosen nations with e.g. my nation replacement mods, so that a game with 3 Pangaeas, 2 New Eras, 4 base Mans and 1 Ulm could be done with only one .dm file.

I also have some ideas for creating an Ice Age mod on the lines of Saber Cherry's ancient post. To have that working I would have to create a program that generates Ice Aged .map files by reading terrains and then choosing poptypes and adding defenders, with poptypes changed to something appopriate for Ice Age and defenders being savage monsters. If I ever manage to start it, hopefully most nations will be replaced by their Ice Age variants.

I hope there are more people like me who have plans for making a mod, but not enough time just now.
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  #17  
Old December 6th, 2004, 11:03 AM
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Default Re: No more mods ? no more docs ? no more maps ?

@Gandalf

I am interested, but there's so much to do and so few spare time.

And now I'm under a NDA so I cannot tell you what I'm spending this time on atm. It's not related to Illwinter or Shrapnel, though.

I doubt I'll be back in time to do anything meaningful for DOM2, but maybe I'll sign the next NDA with Shrapnel

c.u.
A.
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  #18  
Old December 7th, 2004, 11:17 AM
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Default Re: No more mods ? no more docs ? no more maps ?

Quote:
Endoperez said:
I just had a three-day weekend, but haven't had time to do anything of my own 'till now. I expect to post nation doublings of Abysia, Pythium, Man, C'tis, Arcoscephale, Caelum, Marignon, Pangaea, Vanheim, Jotunheim, T'ien Ch'i and Machaka default themes sometimes this week, and might start doubling some of the easier themes like New Era Pangaea and Vanheim themes.
Those are so cool. I really want to see some of these "my way of playing C'tis works better than your way" people to be able to play 2 C'tis at the same time. Maybe not against each other but on a large map against AI's and the one who gets the most map wins.

Quote:
I would like to create a program that writes single .dm file that replaces chosen nations with e.g. my nation replacement mods, so that a game with 3 Pangaeas, 2 New Eras, 4 base Mans and 1 Ulm could be done with only one .dm file.
Hmmm since you are writing all of the individual ones, and can write-out any clashes, that should work with no problem. Sounds like fun. Someone could probably setup a signup page option for the webserver which allows those selections, writes the .dm, and starts the game with it.
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  #19  
Old December 10th, 2004, 04:46 AM
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Default Re: No more mods ? no more docs ? no more maps ?

It seems I won't be able to do, or atleast upload, my Nation Replica mod (or Mod of Thousand Names I can't seem to stick to only one name very long ) this weekend. Not only has my home access to internet been on/off for a few days, I have had to do schoolwork, will be away most of the Saturday and have an annoying exam on Monday. However, I can promise that it is ready before Christmas of 2005...
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  #20  
Old December 11th, 2004, 03:28 AM
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Default Re: No more mods ? no more docs ? no more maps ?

I'm a bit halted with the Dracasia mod, Liga. Not because I won't make it, but some of the things I want to give the Dracasia mod is not possible at the moment due to limited modding options .

I don't if there gonna be more patches which give more modding commands, if not I just hope that Dom3 gonna be full mod-abilities. (That's one of my biggest wishes for dom3 )
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