.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Command 3.0- Save $12.00
War Plan Pacific- Save $7.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old October 25th, 2007, 11:48 AM

Zeldor Zeldor is offline
General
 
Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
Zeldor is on a distinguished road
Default Re: slowing research

But isn't it possible to simply mod the requirements for each level? So level 2 would cost like 1000rp? I think that's what he wants.
__________________
谋事在人,成事在天。

LA Agartha guide
Reply With Quote
  #2  
Old October 25th, 2007, 01:20 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: slowing research

No, can't mod that.
Reply With Quote
  #3  
Old October 26th, 2007, 09:41 AM
Alneyan's Avatar

Alneyan Alneyan is offline
General
 
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
Alneyan is on a distinguished road
Default Re: slowing research

You could probably give a negative research ability to every single unit in the game, if you knew the range of unit ids; doing it by hand would be Tedious, but it should be straightforward to generate automatically. Well, assuming all possible unit ids are known in advance.

I don't think you could use percentages that way, though. Still, setting all mages to have only one research point, period, and then playing with the Magic research setting might do the trick for you.
Reply With Quote
  #4  
Old October 26th, 2007, 11:25 AM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: slowing research

Unit ID range is currently 1-1917.

So autogenerating

#selectmonster x
#researchbonus -3
#end

for the lot should reduce all units to 0 research unless they had more than one magic path. Then you need to edit the researchbonus individuals back to what they should be and you're done. Or take away 2 points or whatever.
Reply With Quote
  #5  
Old October 31st, 2007, 02:26 PM
Makinus's Avatar

Makinus Makinus is offline
First Lieutenant
 
Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
Makinus is on a distinguished road
Default Re: slowing research

Quote:
Alneyan said:
Still, setting all mages to have only one research point, period, and then playing with the Magic research setting might do the trick for you.
Any easy way to mod that? That may do the trick...
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
Reply With Quote
  #6  
Old October 31st, 2007, 10:11 PM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: slowing research

Er, yes, as it happens. It turns out that #researchbonus -20 (say) will leave them all with research of 1. So you just need to apply that to all units.

Do you know how to autogenerate all those lines? Can you code in Perl or Python or anything? If not I can do it for you.
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
  #7  
Old November 1st, 2007, 06:38 AM
Alneyan's Avatar

Alneyan Alneyan is offline
General
 
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
Alneyan is on a distinguished road
Default Re: slowing research

I've gone ahead and generated an example of this mod (gave me a nice excuse to play with Emacs macro system).

You may want to tweak the research malus, though: my value of -100 means 'nobody will ever have more than 1 research point in all reasonable circumstances', but you might want to go with -20 or so if you want powerful mages to get some research (with the relevant items).
Attached Files
File Type: zip 560861-SlowResearch.zip (5.3 KB, 81 views)
Reply With Quote
  #8  
Old November 1st, 2007, 08:02 AM
Makinus's Avatar

Makinus Makinus is offline
First Lieutenant
 
Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
Makinus is on a distinguished road
Default Re: slowing research

Thanks Alneyan! Ill use your mod whitout changes since a 1 reserch point per mage is what i want... tonight ill give it a try and tell you afterwards if it worked the way i want...

Thanks again!

BTW: would this mod work in Dominions 2 too? I only play Dom3 in my main machine because of turn processing times, but Dom2 is a little lighter and i sometimes play it in my notebook when im traveling... i would love to use your mod in Dom2 too..
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:42 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.