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  #1  
Old September 30th, 2003, 02:23 PM

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

Ok I don't get it. IF we can make themes, that means that we can edit everything? I mean we can redesign the nations(races), add 'nation units', monsters, change the pretenders(gods) etc.?

If you call theme making - modding, than I am happy too.
The 3 main things are: unit&nation&pretender editors. Don't forget about that.

[ September 30, 2003, 13:23: Message edited by: Aristoteles ]
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  #2  
Old September 30th, 2003, 03:18 PM
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Endoperez Endoperez is offline
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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

Look at the themes there are:

Themes change the troops available and the starting sites. There are more complicated ones as well, but this would be enough to make a new nation.
With map editor, you can make any creature the pretender of any nation. You can also define the magic skills on any commander, up to 19 in every magic. And choose the sites of certain province, as well as it's name. You can also chooce two provinces to be neighbours, even if they have no common border. And, you can make provinces not neighbours, so that you can't pass over them. Think about too high mountains.

If there was a possibility to add/edit themes, it would be your 'nation editor',
You can choose pretenders with map editor that already exists,
And it is possible to make new monsters but there is no editor for that.
And it is possible, if the community is interested enough, to make a program for monster making. Although I don't think you will be able to edit existing units.
Have you read the mapedit and the monedit manuals? They come with the game and are in doc folder. They can also be dloaded from IW site. They are in pdf(the file type). From them you find all information you need to make monsters/ maps, although making maps in DOM II is quite a bit defferent compared to DOM 1.
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  #3  
Old September 30th, 2003, 04:02 PM

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

Endoperez I have a question for you:
It will be possible to make a Tolkien mod, with all the tolkien 'nations', units, leaders and creatures without any new dom 2. mod tool?
You can change/add/remove everything what I listed above?
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Old September 30th, 2003, 04:17 PM

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

Quote:
Originally posted by Mortifer:
Endoperez I have a question for you:
It will be possible to make a Tolkien mod, with all the tolkien 'nations', units, leaders and creatures without any new dom 2. mod tool?
You can change/add/remove everything what I listed above?
No way! If that would be possible, than what were we talking about so far? HUH?
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  #5  
Old September 30th, 2003, 05:26 PM

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

The missing component is to be able to fuse those new units and such into a unified nation design. Since themes offer the ability to change national unit line-ups, among other things, this was forwarded as a good solution as to how to bring everything together without too much more work needed by Illwinter. The simpler the solution can be, the more likely it is they can do it with their limited manpower and funding.
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  #6  
Old September 30th, 2003, 06:52 PM
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st.patrik st.patrik is offline
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Default Re: Making mods for Dominions II. [Basic editing/modding discussion.]

I'm kinda relieved that people started understanding what I was trying to suggest - thanks Endoperez & Psitticine
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  #7  
Old September 30th, 2003, 08:45 PM

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

Ergo themes are not enough for a proper mod..
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