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December 5th, 2003, 06:10 PM
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Second Lieutenant
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Join Date: Oct 2003
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Re: how modable ?
Indeed, I'd like to echo Gandalf's thoughts.
I would like to add new themes to races and leave players with all options. I don't want to overwrite what is already there.
I want to add MORE to the game, not replace what is there. If adding requires subtracting, it's a harsh sacrifice that drains the purpose of such efforts.
It's hard to tell exactly what the situation is from the little description we have, so it's possible our worries are unfounded. Still, it's best to get this stuff out in the open, so everyone can be informed.
[ December 05, 2003, 16:11: Message edited by: apoger ]
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December 5th, 2003, 06:18 PM
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Sergeant
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Re: how modable ?
Yup. If mods can rewrite the core game with unreversable changes I am not going to even try a single one, I want my game to stay 'pure' for MP purposes.
If they are just boxes that you can tick on/off when launching a game then it's a different matter.
[ December 05, 2003, 16:28: Message edited by: Wendigo ]
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December 5th, 2003, 07:20 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: how modable ?
They are toggleable. No need to worry.
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December 5th, 2003, 09:23 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: how modable ?
Quote:
Originally posted by Kristoffer O:
They are toggleable. No need to worry.
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Whew (sigh of relief)
THANK YOU. What about the other points?
Its going in the /dominions2 directory? Or map/game specific? A new directory?
It does need to replace one of the 1010 units? Can we get unit ID on the unit display? Or turned on with a keypress? Should we start developing a list of not-in-the-game units? That will be really hard to do without some sort of in-game ID. Even with it. There are 4 or 5 Versions of the red dragon, I dont know which ones are used where. Many knights that all look the same. Will some blanks be added?
(sorry if Im pestering you in territory you havent entered yet)
__________________
-- 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!)
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December 10th, 2003, 04:36 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: how modable ?
Quote:
Originally posted by tkobo:
A king figure who could summon no/low upkeep knights to him would be very cool and fit the "theme" i'd like for my man games.
Course, i havent won a game as man yet ,but its still fun.
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Go to the http://www.illwinter.com/dom2/ site and download the mods files. At least the Hoburg one. The files are all either text, or tga image. Look at those and I think you will see enough there to get a start on making your own King Arthur mod.
For a starting point on making tga for new pieces look at references Ive made elsewhere about screen capture. You can use your print screen button to grab the screen while inside a dominions game (such as the image of a knight) then you can paste it into a paint program to make slight changes for your own pieces.
The only thing I didnt notice in the files was a way to make a new hero or maybe to temporarily overwrite one of Mans
__________________
-- 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!)
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December 10th, 2003, 04:52 PM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
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Re: how modable ?
Quote:
Originally posted by Gandalf Parker:
quote: Originally posted by Kristoffer O:
[qb] They are toggleable. No need to worry.
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Whew (sigh of relief)
THANK YOU. What about the other points?
Its going in the /dominions2 directory? Or map/game specific? A new directory? In dominions2/mods directory.
Quote:
It does need to replace one of the 1010 units? Can we get unit ID on the unit display? Or turned on with a keypress?
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You can access a list of all mods located in /mods directory by going to preferences menu in game. From there you can activate/deactivate any/all mods from there. Mods are done in text files much like .map files so you use some text editor for making them (there is documentation included) but there is no unit ID so far.
Quote:
Should we start developing a list of not-in-the-game units? That will be really hard to do without some sort of in-game ID. Even with it. There are 4 or 5 Versions of the red dragon, I dont know which ones are used where. Many knights that all look the same. Will some blanks be added?
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Each mod can have text description attached to it, so it is best to be informative about these things you mentioned in those descriptions instead of just typing "XXX mod made by YYY". There is map at Sunray's site that has all units included in it by number so you can use that (at the moment) to decide which unit you want to use/change.
[ December 10, 2003, 14:53: Message edited by: Daynarr ]
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December 10th, 2003, 05:30 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: how modable ?
Further note to modders to be: A human is 32 pixels in height.
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