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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old November 21st, 2007, 08:46 AM
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Edi Edi is offline
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Default Re: Questions for a new mod

  • The #armor command won't accept a number. That's actually on my writeup list as #1 regarding modding issues.
  • The only spelling change with armor names was ficing the typo in weightless scale and changing "light weight scale mail" to "lightweight scale mail". "Scale mail" is (and is supposed to be two separate words, but chainmail is supposed to be one word instead of two. We left that as "chain mail" (like it has always been in Dominions) because otherwise it would have broken practically everything due to the #armor command not accepting numbers
  • The DB is NOT a modding manual! It uses -1 to denote range str so that it can be displayed correctly in the display page, but if you want range str weapons, check the actual modding manual.
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Old November 21st, 2007, 01:09 PM

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Default Re: Questions for a new mod

I have never found the armour modding's requirement of name rather than number to be a problem, so I don't think it should be anywhere near #1 priority. That's just me though.

Wyatt: You can't make new range=str weapons. You can modify existing range=str weapons though.
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Old November 21st, 2007, 03:03 PM

Wyatt Hebert Wyatt Hebert is offline
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Default Re: Questions for a new mod

Cool, thanks, Edi. I didn't mean to imply that the Database was a modding manual. I just figured to use the numbers, but if I can't, I can't. I can hardcode it, as the item (a beefed up javelin) is only used on one unit, and, even if they get the experience to get +1 Str, it won't be a big deal if they don't get +1 range.

Sombre: Not checking the manual directly, can I copy a weapon like you copy a monster, then modify it, or can I only make a new one. If memory serves, it's the latter, but I just thought I'd check.
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