|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  
	
	
		
	
	
	| 
			
			 
			
				September 28th, 2003, 12:56 PM
			
			
			
		 |  
	| 
		
			
			| 
 BANNED USER |  | 
					Join Date: Sep 2003 
						Posts: 126
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Making mods for Dominions II. [Basic editing/modding discussion.] 
 
	There are no tools as such, so in order for tools to be released they will have to be made from scratch.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.
 |  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.
   
 
 
	Actually, YOU are sick. I never ever seen such a mindless person like you.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.
 |   
 [ September 28, 2003, 11:58: Message edited by: Aristoteles ]
 |  
	
		
	
	
	| 
			
			 
			
				September 29th, 2003, 01:24 AM
			
			
			
		 |  
	| 
		
			|  | 
 General |  | 
					Join Date: Aug 2003 Location: Sweden 
						Posts: 4,463
					 Thanks: 25 
		
			
				Thanked 92 Times in 43 Posts
			
		
	      |  |  
    
	| 
				 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.
 |  
	
		
	
	
	| 
			
			 
			
				September 29th, 2003, 01:47 AM
			
			
			
		 |  
	| 
		
			
			| 
 BANNED USER |  | 
					Join Date: Jul 2002 Location: Budapest, Hungary 
						Posts: 410
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Making mods for Dominions II. [Basic editing/modding discussion.] 
 
	We need the following tools, in my opinion: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.
 |  
 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 ]
			
			
			
			
				  |  
	
		
	
	
	| 
			
			 
			
				September 28th, 2003, 02:00 PM
			
			
			
		 |  
	| 
		
			
			| 
 BANNED USER |  | 
					Join Date: Sep 2003 
						Posts: 126
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 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!     |  
	
		
	
	
	| 
			
			 
			
				September 28th, 2003, 02:14 PM
			
			
			
		 |  
	| 
		
			
			| 
 Colonel |  | 
					Join Date: Apr 2002 Location: Near Paris, France 
						Posts: 1,566
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Making mods for Dominions II. [Basic editing/modding discussion.] 
 
			
			
			
			
				  |  
	
		
	
	
	| 
			
			 
			
				September 28th, 2003, 02:20 PM
			
			
			
		 |  
	| 
		
			
			| 
 BANNED USER |  | 
					Join Date: Jul 2002 Location: Budapest, Hungary 
						Posts: 410
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Making mods for Dominions II. [Basic editing/modding discussion.] 
 
	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.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...).
 
 |    
 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 ]
 |  
	
		
	
	
	| 
			
			 
			
				September 28th, 2003, 02:28 PM
			
			
			
		 |  
	| 
		
			
			| 
 BANNED USER |  | 
					Join Date: Sep 2003 
						Posts: 126
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 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.
 |  
	
		
	
	
	
	
	
	
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |