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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

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  #1  
Old January 5th, 2005, 10:11 AM

Leif_- Leif_- is offline
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Default Re: MOD.MAKING.PROGRAM

I did some pondering on such a tool a while ago, but never got around to start on it. One thing that is absolutely essential for the useability of such a program is that it must be able to not only generate mod-files but also read them back in and allow the user to make new changes. Round-trip engineering as it's called.
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  #2  
Old January 5th, 2005, 10:48 AM
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Default Re: MOD.MAKING.PROGRAM

That sounds great. I am sorry I cannot help you, since I have trouble just getting windows to run. But maybe you need an idiot for testing?
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  #3  
Old January 6th, 2005, 08:38 AM
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Default Re: MOD.MAKING.PROGRAM

PrinzMegaherz: Great! Which language are you going to use?

Leif_-: Yep, that is also quite important.

Tinkthank: Well, I think you could do a great favour by *using* it after it is done... And testing it would be good, also.


I found Saber Cherry's combat simulator. This is an example of her units, and her notes:

//notes:
//stealthy=0 does not work
//chill numbers and heat numbers are made up
//fear is Dominions's fear plus 5 (so "lesser fear -4" becomes "fear=1")
//I need to add "mounted"

name=Blood_Slave hp=9 mrl=50 mrst=10 bEnc=2 str=9 att=6 def=5 prec=10 ap=9 gold=5
name=Human hp=10 mrl=10 mrst=10 bEnc=3 str=10 att=10 def=10 prec=10 ap=12 gold=10
name=Flagellant hp=9 mrl=15 mrst=10 bEnc=3 str=11 att=8 def=8 prec=8 ap=12 gold=10 sacred=1


That "Human" was used when creating new monsters. Eg. militia would have base_type=human and only different stats would be changed. There are also "Giant" etc. And it seems that her list is quite outdated and/or not complete. It has all national units and many gods, though.

There are some new units (like the nation she planned, Ice Age Human and Neanderthal, new pretenders...) but most are marked with "new=1". There are no id numbers, and that will be a problem. Mod maker wouldn't understand mods where the unit is chosen with its id. Also, some names are different from those in game. As an example, there are Militia and Militia Elite. There is no information about slots and no "mounted" stat, so all cavalry as well as all other special units would have to be chanced by a human.

However, I think that can be done with the program after it's ready enough for that.

Last edited by Endoperez; August 13th, 2008 at 11:31 AM..
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  #4  
Old January 6th, 2005, 10:47 AM

PrinzMegaherz PrinzMegaherz is offline
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Default Re: MOD.MAKING.PROGRAM

Quote:
Great! Which language are you going to use?
My first choice would be Visual Basic.
It takes all the Gui work from you, and allows fast programming.
But I am aware that many people here use different Operation Systems, so Java might be a good choice. But this would definitly take longer
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  #5  
Old January 6th, 2005, 11:58 AM
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Default Re: MOD.MAKING.PROGRAM

Real Basic promises to be Visual Basic for Windows/Linux/Mac, but it has a 150$ price tag attached to it...

I have used NetBeans for Java programming, and it offers some UI configuration. Not much, however.
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  #6  
Old January 6th, 2005, 03:56 PM

PrinzMegaherz PrinzMegaherz is offline
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Default Re: MOD.MAKING.PROGRAM

Another Idea might be C++, but again, if you want a cross plattform application you loose all the nice guy staff visual c++ offers... Does anyone here have any experience with Eclipse? Is there a gui Editor included?
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  #7  
Old January 6th, 2005, 06:22 PM
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Default Re: MOD.MAKING.PROGRAM

May I suggest Tcl/Tk ?
It's cross-platform, it's free, it's simple.

Making a GUI would be a matter of minutes, if one knows what he's doing. If all else fails, there are GUI builders out there. But for 3 buttons and file opening dialogue you won't really need that.

While it's a scripting language, you can actually wrap it into an .exe.

And on 1+GHz machines, it would be really fast enough to crunch some ASCII files...

Here's the GUI for my DOM2 MAP randomizer:
(should run with Linux, but I'm not shure if I got the shell command & pathes right)

code removed, check the next posting

As you can see, really simple all in all ... .
Win32-Wrapped-Version is attached so you can check the "look and feel".

Sorry, the board doesn't seem to like the attachment. But i hope it works ok now...

Mmmh, the *code* command doesn't work out too.. I have attached the .tcl file, which is readable with a simple text editor, to the next posting ..

Forgot to mention: There's a .csv-Package which makes it really easy to handle such files with Tcl. I'm planning on using it with my Map Randomizer. And all those Excel files could be exported to .csv
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File Type: zip 322384-arrdomara.zip (907.6 KB, 107 views)
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Old January 6th, 2005, 06:50 PM
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Default Re: MOD.MAKING.PROGRAM

Quote:
Endoperez said:
Real Basic promises to be Visual Basic for Windows/Linux/Mac, but it has a 150$ price tag attached to it...
If it really should be some kind of basic, check out XBasic http://xbasic.sourceforge.net/

It's code compatible between Linux and Win32, comes with a GUI builder (in fact, it's part of the IDE) and it's free,too.

Sadly, documentation is rather scarce, or obsolet, so it's not so easy to get into as is Tcl/Tk.


.tcl code file attached - see previous posting
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File Type: zip 322395-arrdomara_0.1.002linux.zip (2.1 KB, 104 views)
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  #9  
Old January 7th, 2005, 12:19 PM

PrinzMegaherz PrinzMegaherz is offline
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Default Re: MOD.MAKING.PROGRAM

Sounds all interesting, give me some time to read trough the stuff
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