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April 19th, 2004, 10:32 PM
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Sergeant
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Join Date: Sep 2003
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Re: Suqqestions for new modding commands
Quote:
Originally posted by Gandalf Parker:
I havent really looked at mod commands but dont they allow you to change stats and add abilitys to units in the game without having to dupe them first? The description might say that an experiment into a new global spell went terribly terribly wrong. Count 1 to 1087 (number of units in the game) and randomly alter 1 thing.
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A quick hack, which only makes changes to the units stats: http://home.Online.no/~rmoldskr/Dominions/RandomMod.pl
__________________
"Freefall, my old nemesis! All I have to do is activate my compressed gas rocket boots and I will cheat you once again! Belt control ON!…On?" [i]Othar Trygvasson[i]
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April 19th, 2004, 10:46 PM
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Corporal
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Location: Finland
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Re: Suqqestions for new modding commands
Well Gandalf...
code:
x == 1
for x
write (#select monster) x
write random (#ambidextrous -- #wastesurvival), //perhaps excluding magic
paths and giving predesignated values for those abilities that need them,
like berserk would always be 3 and a standard
would always be 7
write (#end)
while x < 1087
Please excuse my horrible attempt at pseudo-code.
Just adding the abilities wouldn't be hard. You teach me to code and I'll do it myself. Modifying the stats would be a little more tricky, as there's no way one can tell what an unit's orginal stats are. Perhaps one can throw in some predefined stat values that are either very useful, or catastrofic for most units. Like #enc 20 or #enc 0.
Even without real value randomizing, it'll be very fun to find out that your hoplites have a disease cloud, your mystics are beserkers, your astrologers trample, and that standard indy militia is immortal. Oh screw this, make it 2 random abilities/ commander
fixed my screwed code tag
[ April 19, 2004, 21:48: Message edited by: Tuna-Fish ]
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April 19th, 2004, 11:06 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Suqqestions for new modding commands
Quote:
Originally posted by Tuna-Fish:
Just adding the abilities wouldn't be hard. You teach me to code and I'll do it myself.
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Your psuedo code looks close enough to me. I dont think you want an old geezer like me to teach you. But if you want to do it my way just go to www.yabasic.org or the xbasic site (if you prefer a visual environment) and download a free BASIC programming language.
(yes yes I know. Or perl, or python, or scheme, or a hundred other free Languages)
Quote:
Modifying the stats would be a little more tricky, as there's no way one can tell what an unit's orginal stats are. Perhaps one can throw in some predefined stat values that are either very useful, or catastrofic for most units. Like #enc 20 or #enc 0.
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I wouldnt care what it was to start with. The idea is that if it equally messes with everything in the game then it will balance (kindof). I was thinking of something like a random stat being assigned a random number, with a slight chance of getting some ability added.
[ April 19, 2004, 22:08: Message edited by: Gandalf Parker ]
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-- 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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April 19th, 2004, 11:21 PM
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Sergeant
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Location: Norway
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Re: Suqqestions for new modding commands
I've whipped up a simple script to create such a random mod, and included it with my DomScripts.zip file on my homepage.
The script, named RandomUnitsMod.pl, basically changes one randomly selected stat for every unit to a random value, one quarter of the units also gets a randomly selected new weapon and half the units gets a randomly selected new ability.
__________________
"Freefall, my old nemesis! All I have to do is activate my compressed gas rocket boots and I will cheat you once again! Belt control ON!…On?" [i]Othar Trygvasson[i]
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April 20th, 2004, 02:17 AM
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Shrapnel Fanatic
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Re: Suqqestions for new modding commands
Quote:
Originally posted by Leif_-:
I've whipped up a simple script to create such a random mod, and included it with my DomScripts.zip file on my homepage.
The script, named RandomUnitsMod.pl, basically changes one randomly selected stat for every unit to a random value, one quarter of the units also gets a randomly selected new weapon and half the units gets a randomly selected new ability.
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Man I gotta watch out what ideas I leave laying around (just kidding). Great work. I added it to my links page.

__________________
-- 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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April 20th, 2004, 07:41 AM
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Sergeant
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Location: Norway
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Re: Suqqestions for new modding commands
Quote:
Originally posted by Gandalf Parker:
Man I gotta watch out what ideas I leave laying around (just kidding). Great work. I added it to my links page.
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Of course I do. (Is there a smiley for "breathes on my fingernails and buffs them off on my shirt"?)
Anyway, for those who'd like to try out such a mod, but don't want the hassle of installing perl and mucking about with scripts, I've put up a generated mod on http://home.Online.no/~rmoldskr/Dominions/
Oh, and incidentally, I removed the stand-alone RandomUnitsMod.pl file from my web-page, as it's now included (as random_units_mod.pl) in DomScripts.zip - so you might want to update your link.
[ April 20, 2004, 06:46: Message edited by: Leif_- ]
__________________
"Freefall, my old nemesis! All I have to do is activate my compressed gas rocket boots and I will cheat you once again! Belt control ON!…On?" [i]Othar Trygvasson[i]
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July 4th, 2004, 04:12 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Suqqestions for new modding commands
I think there was one more recent thread but did not find it, so I am bumping this. Only one new wish/ idea.
#underwater for spells.
It seems as ritual cannot be targeted underwater if and only if it is not castable underwater.
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