.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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old March 4th, 2007, 05:23 AM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Variable Games

How many times have you started a game of Dominions only to find halfway through that something isn't working as it should or that you would like something else to be just a tiny bit tweaked? Or just to test something but that you can't unfortunately do without starting a whole new game and investing the time to get things to the proper point? Time you really can't afford at the moment? Sound familiar?

Well, there is a way to get around this problem. Mods.

I'm not talking about mods in the traditional sense as modifying something and then sticking with that through the game, but as something else.

It turns out that mods are, for want of a better term, a sort of masquerade costume or facade tacked on to the game. Everything beneath the mask is still the same. But the key point is that even though a game is started with a mod enabled, it is still only a loosely attached mask. Change the mask and the game changes accordingly.

Meaning that if you start a game with a completely blank mod (containing only the mod info commands) enabled, all the commands in the mod will be executed and the mod will be required for the game to work. It just does nothing at all. If you notice at some point that e.g. some unit is not working correctly, has the wrong weapon or it seems as if some unit is missing from the recruitment roster, or whatever else and you want it fixed NOW instead of in the next patch, you can do so.

Just go to your previously blank mod and change things as you like within the possibilities given to you by the mod commands. Close and restart Dom3, resume your game and enjoy your new modified Dominions experience. If some of the changes didn't work well, rinse and repeat until you get them right.

The beauty of this approach is that it affects everything on the fly. Even retroactively.

Already recruited units? Modified.
Recruitment rosters for nations? Modified.
Site properties? Modified.
Scale effects? Modified.
Anything else you care to name? Modified.

So you could for example change your blankly started game to a CB modded game in the middle just by copying its contents to the blank mod.

The danger here is of course that it might be tempting to stack the deck in your own favor, but that's one of those things where you just have to resist temptation.

This is something that I have not seen mentioned here previously other than a post of mine I made in passing a couple of months ago. Not too surprising as I found it out by accident. Figured I might as well share that knowledge.

Edi

EDIT: Blank mod attached
Attached Files
File Type: zip 500946-Blank.zip (196 Bytes, 355 views)
Reply With Quote
The Following 2 Users Say Thank You to Edi For This Useful Post:
 

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 08:26 PM.


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