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September 29th, 2003, 03:26 PM
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Major
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Ok but isn't this a bit early? I mean 1. the game isn't released at all. 2. the release of the modding tools are far far far away I guess.
I can't wait to play with the Tolkien mod! 
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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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September 29th, 2003, 03:37 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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September 29th, 2003, 03:47 PM
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Lieutenant Colonel
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Nice and detailed map.
Pocus - Your maps are 'Online maps'?
They can be found on the net? I made the Elric map which is on Illwinter site. It seems a small contribution, but as of today there is more script lines in it that the sum of all other maps published
I is still played in pbem (turn 65 or so, many players remaining). The map is rather rich I would say... as Marignon thats the fourth consecutive turn that I cast a wish 
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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September 29th, 2003, 03:51 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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September 29th, 2003, 10:51 PM
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Major
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
It seems to me that one simple way to enable mods for Dom II would be to make the nation themes mods - thus the game would come with certain 'mods' and more could be added easily, whether by Illwinter or players. The making of a theme could involve as little as adding one or two units (and removing others), or could involve changing all the units to something completely different. The idea of designing your own theme also gives a balance between the purist who doesn't want to mess much if at all the game as it stands, and the person who would want to turn the game into something completely different.
Comments?
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September 29th, 2003, 10:57 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Making themes sounds cool, I agree.
However modding is a bit different. Modding means, that you can design/add/delete/change lot of things, not just add a few.
That is why modding is big fun. 
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September 29th, 2003, 11:14 PM
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Major
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Well… I'm more talking about a structure for changing a lot of things than a particular level of change. As I see it there are three things you might want to change:
1> maps - add new maps, change existing maps, make scenarios, etc. - all about (at least in Dom I) changing the .map file and corresponding picture
2> monsters - similar deal. I don't know much about this, but I gather there's been talk about this and it's not impossible
which leaves
3> nations - which is what I am suggesting with having themes be structured as mods. Like I said before, this would allow for little change, or much change, depending on how much work you want to put in. For example, it would be totally possible to do a "Noldor" [for the unenlightened Noldor=a kind of elf from Tolkien] theme which would change every unit of a current nation to well, Noldor units. Similarly you could add a "Dunedain" theme to another nation etc.
It's been a long time since I've coded, but if I remember aright having a structure in place which defines what you can and can't change, so that you can interface between the game and the mod in a relatively clean way is really helpful.
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