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Old January 28th, 2007, 08:27 PM
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Default Re: Modder\'s Guide

Here's a list of all units in .csv format. There are no stats here, but it is a comprehensive listing.

It's based on the strings dump - and I then added in a few missing units by hand which strings failed to find (anything with a name <=3 characters in length.)
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File Type: zip 491225-units_all.zip (12.7 KB, 95 views)
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Old January 29th, 2007, 02:01 AM
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Default Re: Modder\'s Guide

That's a good tool to get modders started since it gives them the numbers. The DB is progressing and is currently complete from 0 to 631 except for itemslots and ldr values for some units that will get added later. The base resource costs have not been calculated eitehr, because I need to find out the mechanics of that.

It should pick up the pace significantly after the next couple of hundred units, since all national recruitable things are already done (bar the itemslots and ldr values for non-commanders).

One thing that is useful for testing purposes is making a nation mod of either Mictlan (any era) or Sauromatia and then modding the startsites with 5x the #homecom <nbr>. Then enable the mod, start a game with that nation and you will see all the monsters you plugged in with #homecom as recruitable commanders. If you change the monster numbers in the mod file, exit Dom3 and restart it and resume the game, you will now see the NEW monsters as commanders, you do NOT need to start another test game.

This also means that if a new, improved version of a mod comes out and there is already a game in progress using that mod, just replacing the contents of the old version with the new version will allow the games in progress to be updated to the new version on the fly. I don't know if it will work, but it should, in theory at least.

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