.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
  #11  
Old March 14th, 2009, 11:48 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: Modding tips and tricks

Quote:
Originally Posted by pyg View Post
So this is might be a FAQ, but how do you get a copy of one of the in game sprites to edit. I haven't figured it out yet.
There's a complicated way to get the base sprite I came up for DomII, and then there's the easy way EricM used to extract all the sprites (with permission). Here's all sprites up to 3.17, and I think few others have done small updates to accomodate for later patches.

AllView maps are also great. There are few different versions floating around. Basically, it's a five-province map where EA Ermor starts with units 1-1000 in the first province, 1001-1500 in the second, etc. It's the easiest way to look for sprites if you know e.g. that you want a swordsman, but don't know what kind of swordsman.
Reply With Quote
The Following User Says Thank You to Endoperez For This Useful Post:
  #12  
Old March 20th, 2009, 08:14 PM
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: Modding tips and tricks

This whole thread would make an excellent sub-topic on the dominions wiki
Reply With Quote
  #13  
Old May 5th, 2009, 03:59 PM
Burnsaber's Avatar

Burnsaber Burnsaber is offline
Colonel
 
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
Burnsaber is on a distinguished road
Default Re: Modding tips and tricks

Decided to give this thread a small bump, considering all the new modders around.

If you know something cryptic modding knowledge which is not contained here, please post it.
Reply With Quote
  #14  
Old July 2nd, 2009, 04:51 PM
Foodstamp's Avatar
Foodstamp Foodstamp is offline
Major General
 
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
Foodstamp is on a distinguished road
Default Re: Modding tips and tricks

1st trick:

If you give a unit the #unique tag and set him recruitable from a magic site, you actually recruit the unique unit instead of a copy.

This means:

If you purchase him again from the site, he will be teleported there, experience/wounds to boot. If someone else conquers the site, they can steal him away from you by purchasing him. This could lead to some fun thematic sites with powerful summons that people fight over.

2nd trick:

Communicants! I read in another thread that the Communicant's "Communion Slave" ability is hard wired to the unit. So I did a bit of testing and it is hardwired to their index number which is 538.

You can #selectmonster 538,

Then set the stats/sprite to whatever you want. As was mentioned in the thread, the new monster will act like a communion slave, even if he is a basic unit with the exception of healing the master's endurance or incurring extra fatigue himself. But the unit will receive the self buffs from the communion master as if part of a reverse communion.

What this means is you can create cool themed units that get their power from their commanders by giving the commanders #onebattlespell "# for communion master".

For example, I used this trick to create the start of a nation of Slivers based off the monsters of the same name from Magic the Gathering.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
Reply With Quote
  #15  
Old July 28th, 2009, 01:46 PM
Burnsaber's Avatar

Burnsaber Burnsaber is offline
Colonel
 
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
Burnsaber is on a distinguished road
Default Re: Modding tips and tricks

Just found out something awesome. If you make a modded remote "Farsummon" by using effect number 10037, the game will automatically GoR one of the units summoned to act as a commander for this army.

Also, I managed to chain these spells with #nextspell. Meaning that you can do a remote summon that summons more than 1 type of units. If you make a remote summon just summoning 1 unit, the game will automatically GoR that one, so you could make a modded version of "Call of the Winds" for example (where the main spells summons bunch of hawks, and the next summons 1 big hawk). Althought one of the small hawks will be a commander too.

I'm going to use this trick to make a spell for bretonnia that summons some Questing Knights and Knight Errants to "Crusade" a distant province.
Reply With Quote
  #16  
Old July 28th, 2009, 05:57 PM
Burnsaber's Avatar

Burnsaber Burnsaber is offline
Colonel
 
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
Burnsaber is on a distinguished road
Default Re: Modding tips and tricks

Also, if you chain some remote summoning spells to a teleport spell by #nextspell, the caster will appear in the remote province with the summons.

Also you can create summon spells that summon more than 1 type of unit by chaining them with #nextspell.
Reply With Quote
  #17  
Old July 28th, 2009, 06:40 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Modding tips and tricks

Quote:
Originally Posted by Burnsaber View Post
Just found out something awesome. If you make a modded remote "Farsummon" by using effect number 10037, the game will automatically GoR one of the units summoned to act as a commander for this army.

Also, I managed to chain these spells with #nextspell. Meaning that you can do a remote summon that summons more than 1 type of units. If you make a remote summon just summoning 1 unit, the game will automatically GoR that one, so you could make a modded version of "Call of the Winds" for example (where the main spells summons bunch of hawks, and the next summons 1 big hawk). Althought one of the small hawks will be a commander too.
Your one big hawk would also have 1 big hawk as a troop under his command. There's no way to farsummon just 1 commander.


Here's a nice trick: I believe you can do commander battle summons with effect number 21. Using onebattlespell with this means you can have some commanders who turn up with other spellcasting commanders for the battle - say a 100% random path familiar or something.
Reply With Quote
  #18  
Old July 28th, 2009, 10:54 PM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: Modding tips and tricks

Yeah the lack of ability to farsummon just a commander was a real pain for me.

There's also no way to chain to that new unit to kill it.
Reply With Quote
  #19  
Old July 29th, 2009, 09:05 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Modding tips and tricks

That said, if you want to farsummon say 20 of 'Infantry A' with a leader of 'Commander C' and that's /all/ you want, there is a relatively easy workaround (In fact there's a workaround for almost any modding problem in dom3, it's just they aren't all particularly clean).

You make a monster for infantry A and give it shapechange to monster for commander B (commander C clone). Then you give commander B the #firstshape command pointing to commander C - at the end of any given turn Commander B will turn into C. Of course you make sure commander C doesn't have any command to turn him into either commander B or infantry A. So after summoning you can turn the commanderised infantry A into commander B, then wait a turn for him to turn into C and lose that whole 'shapechanging into the infantry guy' thing.

Messy but it works.
Reply With Quote
  #20  
Old July 30th, 2009, 05:25 AM
Gregstrom's Avatar

Gregstrom Gregstrom is offline
Major General
 
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
Gregstrom is on a distinguished road
Default Re: Modding tips and tricks

That's a nice idea. It lets you use GoR to promote units to more advanced forms.

A random thought: If you GoR the unit 'caterpillar' and shapechange it to 'chrysalis', which has #firstshape 'butterfly'... If the unit is attacked in the turn you turn it into 'chrysalis', does it fight as 'chrysalis' or 'butterfly'?
__________________
A Beginner's guide to Lanka

Want to use multiple mods? The Mod Compatibility Index might be useful.
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 01:23 AM.


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