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  #1  
Old December 5th, 2003, 06:15 AM

tkobo tkobo is offline
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Default 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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Old December 5th, 2003, 07:10 AM

LordArioch LordArioch is offline
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Default 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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  #3  
Old December 5th, 2003, 07:18 AM

tkobo tkobo is offline
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Default Re: how modable ?

Cool, thanks i just downloaded it and the search will begin.
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  #4  
Old December 5th, 2003, 10:49 AM

Mortifer Mortifer is offline
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Default 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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  #5  
Old December 5th, 2003, 12:12 PM

tkobo tkobo is offline
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Default 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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  #6  
Old December 6th, 2003, 02:59 AM
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Gandalf Parker Gandalf Parker is offline
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Default 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 ?
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.
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  #7  
Old December 5th, 2003, 04:42 PM
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Kristoffer O Kristoffer O is offline
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Default Re: how modable ?

Quote:
Originally posted by Chris Byler:
It would be nice to be able to add new summonable units, which inherently requires adding a new spell to summon them (for example, the Japanese theme that was being discussed on another thread could get to summon kitsune, yuki no onna, tengu, etc.). Some national themes rely on national summons (especially Ashen Empire, Soul Gates, Carrion Woods and Desert Tombs).

Do you have any plans to add spell editing in later releases?

Also, you didn't specifically mention: can you add a new special theme to a nation, without having to modify or replace an existing special theme of that nation?

I have some ideas for a "Black Widows" theme for Machaka where the queens have taken over the government and priesthood and no king reigns for more than a year before he is sacrificed to make way for his replacement. (Obviously they don't get the King Triumphant as a national hero!) The God Forest has been corrupted, and the Shadow Queens raise undead Hunter Spiders to fight for their cause (this would require either a national summon or an "enter to summon" site, since undead Hunter Spiders are too powerful to be available as a special reanimate like lictors and tomb wyrms - I'm thinking they should still be sacred; almost every nation and theme has some sacred non-commander, and Black Widows will lose the living Black Hunter). Some queens are normal and some unholy priests (replacing all the usual priesthood), and the Black Sorcerer is replaced with a Black Sorceress with a heavier emphasis on death magic.

I haven't decided yet if there should be any change to the basic military, witchdoctors or sorcerers. They may need a scout since they lose the Ear along with all the other standard Machakan priests - but on the other hand, they would still have Bane Spiders. Forcing them to rely on Bane Spiders or indy scouts for stealth could be an interesting counterbalance to the new stuff they get.

Can I do all that without having to make it the only theme for Machaka in my mod? Can I do it at all given that I want to add a unit that isn't recruited normally? Adding new themes requires adding new capitol sites that enable the new theme's capitol-only units and have the appropriate gem income for the new theme. Can the existing mod tools do this?

Also, if people do design their own themes, is there a chance they could be incorporated as official themes in a future Version of Dom II?
Currently you replace the default units of the default theme of a nation with units of your creation or altered units from the game. You can also disable other themes. Name, flag, scoregraph color, heat preference can be altered. Home sites can be removed and added. The sites themselves cannot be altered yet (you will have to use existing ones), but if you change the sprite and statistics of a site specific unit there are no problems with recruiting new units from a site.

We will probably not incorporate themes from players in the game, but mods we like might become recommended and put on our website (when it is more representable).
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