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  #1  
Old September 28th, 2003, 12:56 PM

Aristoteles Aristoteles is offline
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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

Quote:
Originally posted by johan osterman:
quote:
Originally posted by Zerger:
I vote for modding indeed! I love to play with mods, for all games. There are many mods with outstanding quality.
We need mods in Dominions 2. Please release the tools for it.
There are no tools as such, so in order for tools to be released they will have to be made from scratch.
It will be hard work to release such tools? I am sure that the players will be patient, and wait for it, whenever it will be released.

Quote:
Originally posted by Nerfix:
Oh sure i am young, but i am also an idealist.
WE, i'll now leave this thread and suggest that you change this threads name to "The Dominions II raping thread".
You are just so pissed off because you may actualy NOT get your modding tools.
You sicken me, you all sicken me deeply.
Actually, YOU are sick. I never ever seen such a mindless person like you.

[ September 28, 2003, 11:58: Message edited by: Aristoteles ]
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  #2  
Old September 29th, 2003, 01:24 AM
Kristoffer O's Avatar

Kristoffer O Kristoffer O is offline
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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

What kinds of modding tools do you prefer (in order of importance). We can make a poll when we have a number of suggestions.

Tools for remaking nations seems popular and is probably not too difficult to implement.

Adding monsters is already possible, but only in scearios. Probably more interesting if combined with a nationmodder.

Other mods such as unit editing is more difficult to implement.

What good mods are there in other games. We will need to delve into this and might need some guidance.
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  #3  
Old September 29th, 2003, 01:47 AM

Mortifer Mortifer is offline
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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

Quote:
Originally posted by Kristoffer O:
What kinds of modding tools do you prefer (in order of importance). We can make a poll when we have a number of suggestions.

Tools for remaking nations seems popular and is probably not too difficult to implement.

Adding monsters is already possible, but only in scearios. Probably more interesting if combined with a nationmodder.

Other mods such as unit editing is more difficult to implement.

What good mods are there in other games. We will need to delve into this and might need some guidance.
We need the following tools, in my opinion:

Must have editors:
1. Nation editor
2. Unit editor
3. Mod tool to add/remove units for the nations
4. Pretender editor

The following editos arent necessary, but would be awesome to have:

1. Spell editor [Guess this would require scripting, but if someone can do it, why not?]
2. The ability to add/remove spells -> This could allow pure medieval mods for example
3. Interface editor -> To change the layout

If you want to see good mods, go to www.civfanatics.com for example. -> Lot of awesome mods there for civilzation games. Examples: Gouble your Pleasure, Fantasy Empires etc.
Or just check out the [local] Space Empires 4. mods.

[ September 28, 2003, 12:50: Message edited by: Mortifer ]
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  #4  
Old September 28th, 2003, 02:00 PM

Aristoteles Aristoteles is offline
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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

I agree. Unit/Nation/God editors are what we need first of all.
Spell Editor! WooT! That would rock!
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  #5  
Old September 28th, 2003, 02:14 PM

PDF PDF is offline
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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

Quote:
Originally posted by Kristoffer O:
What kinds of modding tools do you prefer (in order of importance). We can make a poll when we have a number of suggestions.

Tools for remaking nations seems popular and is probably not too difficult to implement.

Adding monsters is already possible, but only in scearios. Probably more interesting if combined with a nationmodder.

Other mods such as unit editing is more difficult to implement.

What good mods are there in other games. We will need to delve into this and might need some guidance.
New nations without corresponding units won't be that useful ... IMHO the best that can be done is to allow the current "monster edit" to work with standard games. Then modders would just need ability to rename "national stuff" to make the world they want. The maps are already moddable/editable isn't it ?
And anyway the best "modding tools" are *no* tools, but external data files (text for all units/rules/script stuff, gif or other for gfx, wav/mp3 for sound/music, etc...).
Best examples of that moddability are TW series or Europa Universalis series, they sport very good mods and fan-made tools

And Hi Nerfix !
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Old September 28th, 2003, 02:20 PM

Mortifer Mortifer is offline
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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

Quote:
Originally posted by PDF:
And anyway the best "modding tools" are *no* tools, but external data files (text for all units/rules/script stuff, gif or other for gfx, wav/mp3 for sound/music, etc...).
That is a good idea as well, dbase files to edit the pretenders/units/nation etc. Also we could just link the gfx files to the units. Voila its lot more simple for the devs, but a bit harder for the modders. Of course good modders cant be bothered by that.

The key is that we need the ability to edit pretenders/nations/units...its up to the devs, that how. An additional spell etc. editor would be a great addidtion indeed, but it is not that neccesary.

[ September 28, 2003, 13:21: Message edited by: Mortifer ]
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  #7  
Old September 28th, 2003, 02:28 PM

Aristoteles Aristoteles is offline
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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

Hrm, one more thing. We need a 'mod launcher' or something like that, if that will be possible.
Example: We modify the game files, but all of those could be placed in a new directory! We could choose out, that what mod to play with that way, without overwriting the game files themselves.
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