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Edi said:
This could be very useful. Personally, I tend to edit everything by hand into the maps, but hen, I've had quite a bit of experience doing that with the various Faerun maps and keeping the in-game map editor open in windowed mode will allow me to easily check which province was what number and then put things in.
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Yes, that's why I think such an editor could be useful.
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One of the problems you're going to have with placing units and commanders is that you will need to know the actual unit ID numbers. That's because there are lots of units with the same name (several types of heavy infantry, infantry of Ulm, light cavalry, heavy cavalry, archer, crossbowman, warrior, vanherse, vanjarl, bandar commanders etc) but different id numbers and if you just say
#commander "Mounted Commander"
#units 20 "Heavy Infantry"
you will get the mounted commander with the lowest id number (44) and the heavy infantry with the lowest ID number (38), instead of e.g. C'tisian heavy infantry that you wanted to put there.
The same problem exists with magic sites, but to a lesser degree. Knowing site numbers would help.
For that, you need a comprehensive list of units, sites etc.
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Yes, I know of this problem.
I plan to let the user eitheir manually select the unit id or name, or select from a list.
At first the list would be generated from a simple list extracted from the game (with the "strings" command), but there would be a function in place ready to be use instead infos from a database.
Same for the sites, items, ...
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I'm working on that and I can give you a site DB already, but it won't have terrain information since the terrain mask calculations in the modding manual are either just plain wrong or too ambiguous to get down correctly. It might get fixed with the next patch, though, in which case I'll be able to add that info accurately.
Edi
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Yes, your DB project will indeed be of much help. I have several projects that are only waiting for your dom3 DB to be released
