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  #1  
Old November 21st, 2003, 02:30 AM

RadiantFleet RadiantFleet is offline
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Default Re: CherryMod Thread

I enjoy mods personally. They add variety to the game, let you experience new things, and certainly add life to a game. As for making multiplayer more difficult, I disagree. I have participated in many multiplayer games on platforms that support heavy modding. Generally a short hand is developed to specify the terms of the game which makes things go fairly quickly during setup. It does help if the game developers place some code in the game to verify that everyone is using the same config files (ie acting as an honest broker that everyone has the same setup), but this is certainly not required. Frequently, known cheaters and abUsers become outcasts and can only find games with fellow cheaters and abUsers.

P.S. I also would love to see a tolkien themed mod. I could see it being a fun mod, especially if you made sauron have a ton of troops etc. with the allied races of good forced to confront him. It could be a great strategic and tactical challenge.
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Old November 21st, 2003, 02:34 AM

DominionsFan DominionsFan is offline
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Default Re: CherryMod Thread

Quote:
Originally posted by RadiantFleet:
I enjoy mods personally. They add variety to the game, let you experience new things, and certainly add life to a game. As for making multiplayer more difficult, I disagree. I have participated in many multiplayer games on platforms that support heavy modding. Generally a short hand is developed to specify the terms of the game which makes things go fairly quickly during setup. It does help if the game developers place some code in the game to verify that everyone is using the same config files (ie acting as an honest broker that everyone has the same setup), but this is certainly not required. Frequently, known cheaters and abUsers become outcasts and can only find games with fellow cheaters and abUsers.

P.S. I also would love to see a tolkien themed mod. I could see it being a fun mod, especially if you made sauron have a ton of troops etc. with the allied races of good forced to confront him. It could be a great strategic and tactical challenge.
Yup yup, but the mod tools MUST SUPPORT to disable any spells! A tolkien mod with spells makes no sense for example.
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Old November 20th, 2003, 03:07 PM
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Johan K Johan K is offline
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Default Re: CherryMod Thread

Quote:
Originally posted by Saber Cherry:

1) Visible fields in armor that allow it to affect attack, precision, and gold cost (currently, the only fields are resources, protection, defense, and encumbrance, AFAIK).

2) New unit ability, "Upkeep", set as a percentage. Most units would stay at default of 1/15 cost, but you could give a unit the "Upkeep" ability to set it at 130% of normal or 40% of normal or whatever. Alternately, this could be a floating-point unit stat, that you could see by right-clicking on the unit's name or something. Upkeep should always be visible on the unit screen, anyway, so you don't get confused about the costs of keeping Black Hawks or whatever...

3) New unit ability, "Forager". This would also be a percentage, allowing you to give some units the ability to consume 70% of the normal supply, or whatever... even better, supply usage would be a great unit stat.

4) If this cannot be accomplished with a mod already, the ability to rescale supply levels, so that units eat 10X as much, castles hold 10X as much, items generate 10X as much, pillaging generates 10X as much, and provinces yield 10X as much. Alternately, processing supply as a float instead of an int would accomplish the same thing=)
Well, Cherry chan. I'm glad you are planning some modding, it would be boring if we did enable modding and no one made a mod anyway.

I'll see what we can do to help you out, but our first modding patch will be very basic and things like modding of armor and weapon types will probably not be supported. BTW, there is no resource stat for armors, it is a unit stat instead. We have the armors' resource values scribbled down on a paper somewhere.

3. Changing supplies usage can be done already to some extent. For instance the fey boar generates 20 supplies and the fat celetial servant eats like 3 men even though he cannot starve.

4. This can be done for some things, but not all, so I don't know if any rescaling would be possible yet.
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  #4  
Old November 20th, 2003, 07:47 PM
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Default Re: CherryMod Thread

Quote:
Originally posted by Johan K:
BTW, there is no resource stat for armors, it is a unit stat instead. We have the armors' resource values scribbled down on a paper somewhere.
Lazy, lazy... Wow, that would have saved you so much time if you had associated resources with armors and weapons, and let the game auto-calculate unit resource costs! But if you did it the hard way, I can too. Or more likely, I'll write a program to autogen unit files in the correct format, by merging the base unit costs with the armor costs (that I will put in armor files in my own proprietary format ).

Another thing I'd like to add is magic site descriptions - that would be fun=) If/when magic sites become moddable, I think there's already a text field in the sites that I can fill in=) That would be a lot of work, though!

Quote:
Well, Cherry chan. I'm glad you are planning some modding, it would be boring if we did enable modding and no one made a mod anyway.
Hopefully it'll make things easier for you guys, too

-Cherry
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Old November 21st, 2003, 08:18 PM

Joonie73 Joonie73 is offline
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Default Re: CherryMod Thread

Cherry, can you give me a detailed instructions on how to change unit stats? I want to boost up Niefel giants a bit.
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Old November 21st, 2003, 08:59 PM
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Default Re: CherryMod Thread

No

You have to wait for patch 1; modding is not yet supported=)
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Old November 21st, 2003, 09:06 PM

Joonie73 Joonie73 is offline
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Default Re: CherryMod Thread

Cherry, I wouldn't trust your mods though. Your suggested mod for AOWSM was crazy

Quote:
Originally posted by Saber Cherry:
No

You have to wait for patch 1; modding is not yet supported=)
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