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September 29th, 2003, 01:24 AM
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General
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Join Date: Aug 2003
Location: Sweden
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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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September 29th, 2003, 01:47 AM
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BANNED USER
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Location: Budapest, Hungary
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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.
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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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September 28th, 2003, 02:00 PM
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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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September 28th, 2003, 02:14 PM
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Colonel
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
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September 28th, 2003, 02:20 PM
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BANNED USER
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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...).
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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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September 28th, 2003, 02:28 PM
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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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September 28th, 2003, 02:37 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
I love to mod with database files! Its the real oldschool type of modding.
Btw I agree with Aristoteles. A mod loader would be excellent. I dont think that it will be hard to script.
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