|
|
|
|
 |

December 12th, 2003, 09:46 AM
|
|
Sergeant
|
|
Join Date: Sep 2003
Posts: 289
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
You can use the current mounted wraiths to represent the Ringwraiths, and Etimmu as the Witch King.
|

December 12th, 2003, 10:39 AM
|
|
Second Lieutenant
|
|
Join Date: Apr 2001
Location: Modena, Italy
Posts: 412
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Quote:
|
a battle sim. 1-on-1 melee only, but it will be very useful, and give units melee power rankings.
|
great! but form which file(s) you get the informations ????
good luck
Liga
|

December 12th, 2003, 05:37 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Quote:
Originally posted by liga:
great! but form which file(s) you get the informations ????
|
Of course the official docs arent out yet. But if you download the mods already available you will see alot of the answers. Its still just tga and text with a new extension for the mod text files.
If you look at the Dom1 docs on monster editing you will see a ton of command options that will work in mod files.
And of course the AllView game will give you the units to look at and allow you to screen-capture the images you might want to edit.
Links for the above answers:
http://www.illwinter.com/dom2/mods.html
http://www.illwinter.com/dom/documentation.html
http://www.freewebs.com/sunray_dom2/
__________________
-- 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!)
|

December 12th, 2003, 06:13 PM
|
|
Second Lieutenant
|
|
Join Date: Apr 2001
Location: Modena, Italy
Posts: 412
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
thank again gandalf ... good materials to work and think on ... I have understand also that my question (is there a place in a core file where alla the units stats are coded and a way to put them out) probably has to stay without an answer ... I can quite easly understand whiy ... I was hoping in something similar to Civ2 files (good text files with all the needed infomrations) or the mods files ...
good play and work to all modders!
|

December 12th, 2003, 06:26 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Quote:
Originally posted by liga:
thank again gandalf ... good materials to work and think on ... I have understand also that my question (is there a place in a core file where alla the units stats are coded and a way to put them out) probably has to stay without an answer ... I can quite easly understand whiy ... I was hoping in something similar to Civ2 files (good text files with all the needed infomrations) or the mods files ...
good play and work to all modders!
|
The SunRay site has alot of that kindof information in xls (windows spreadsheet) format
__________________
-- 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!)
|

December 12th, 2003, 06:51 PM
|
 |
Major General
|
|
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Quote:
Originally posted by liga:
quote: a battle sim. 1-on-1 melee only, but it will be very useful, and give units melee power rankings.
|
great! but form which file(s) you get the informations ????
good luck
Liga I'm assuming I'll have to write them myself=) But once I finish it and people start downloading it, they can add their own units to test. I suppose there will be some master text file the program reads on initialization.
|

December 12th, 2003, 07:45 PM
|
|
Second Lieutenant
|
|
Join Date: Apr 2001
Location: Modena, Italy
Posts: 412
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Quote:
|
I'm assuming I'll have to write them myself=)
|
yes ... it seems that the informations we are looking for modding is too close to hacking and the good gandalf can't give us ... but just a simple "OK guys, these informations aren't on a plain text file that the programs read and that you can easly access but are hard coded and you can gat them just only hacking" ... I know that there are peolple that have done a good job for us just putting (by hands, i suppose) all this information on .xls files but is not the same to just be able to get them directly form the code ...
Anyway, since my intention is just to create mod and I was really happy to buy my 4 Dominions 2 cds, hoping to help ilwinter peoples to continue this nice job, I'll do my work starting from what we are allowed to use ...
now I go for dinner ... see you later
Liga
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
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
|
|
|
|
|