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December 5th, 2003, 06:03 AM
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Corporal
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Join Date: May 2001
Location: Oxon Hill, Md. USA
Posts: 91
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Re: how modable ?
Mr. Osterman,
Thanks so much for the reply. I know that not everything will be done in the first patch (or even the second, etc.). I greatly respect your dedication to your games and your continued developement of them and look forward to being able to do cool things when the tools become available.
I know one of the things I should like to do is make more pretenders from fiction/mythology, particularly Lovecraft. For R'lyeh, we have old N'yalathotep in the game already, but there's the big C himself, as well as many others. I would make these available to Atlantis as well, since there is some crossover.
Again, thanks for all your hard work,
V'ger gone
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December 5th, 2003, 06:15 AM
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Private
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Join Date: Sep 2001
Posts: 45
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Re: how modable ?
Arrghhh-heheheh.
Um, whats this "AllView" ?
How do i assign bodyguards,i remember reading it in the manual ,but cant find it  ?
can you explain what settings these eqaute to ?
#scale_chaos 4 3
#scale_lazy 4 3
#scale_unmagic 4 -3
What would the lines be for positive order,productive,magic and life ?
I dont need alot of magic or priest powers for my arthur type.
I would like a beefy physical fighter though.The paladin fits the part in looks,but hes kinda a wimp in physical combat and i dont want my arthur to be a mage type.
He should have a Merlin type I can empower(over time) for the mage role and lots of little priests for the priest power.
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December 5th, 2003, 07:10 AM
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Sergeant
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Join Date: Sep 2003
Location: Austin, TX
Posts: 262
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Re: how modable ?
By Allview I believe he means the all units map, available at http://www.freewebs.com/sunray_dom2/.
Maybe one of the national mounted heroes will be strong enough to be your Arthur, if not you can always try making your own unit. I think that might work, and there's Dom I documentation on it that probably still applies.
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December 5th, 2003, 07:18 AM
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Private
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Join Date: Sep 2001
Posts: 45
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Re: how modable ?
Cool, thanks i just downloaded it and the search will begin.
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December 5th, 2003, 10:49 AM
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BANNED USER
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Join Date: Jul 2002
Location: Budapest, Hungary
Posts: 410
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Re: how modable ?
Oh man, I can't wait to get the mod tools!
[And the updated mod tools later on..  ]
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December 5th, 2003, 12:12 PM
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Private
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Join Date: Sep 2001
Posts: 45
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Re: how modable ?
How do i make a start position for a country ?
okay, i figured this one out.
How do i dismiss global spells ?
[ December 05, 2003, 10:27: Message edited by: tkobo ]
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December 6th, 2003, 02:59 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
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Re: how modable ?
Quote:
Originally posted by tkobo:
How do i make a start position for a country ?
okay, i figured this one out.
How do i dismiss global spells ?
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Sorry I think thats only going to be with mod tools if at all. You can dismiss national units by doing things like removing the special magic sites they start with, and even more destroying the starting castle. This can be handy for setting an AI at a worse starting position.
Or for building the leader of the independents. I did that using Man. Without his special units he is pretty much just the same units as independents (him or Ulm). I have one random game I play in Dom1 where I kill Mans god, remove his specials, give him ownership of provinces with structures scattered all over the map. Basically I set him up as the King of the Independent Provinces.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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