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June 16th, 2008, 01:39 PM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
Posts: 724
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Re: Monster SCENARIO Project
Quote:
Endoperez said:
I'm pretty sure maps are onnly read once, when the game is created. Mods can be changed. The map image could, perhaps, be changed, but the .map can't be, so changing terrain is impossible but adding more provinces might work.
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I am almost 100% sure you are correct. I have altered map files during a game without effecting any changes.
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Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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June 16th, 2008, 02:00 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Monster SCENARIO Project
Yeah, that's what I've done as well. Tried to edit #maptextcol and the icon size value, but the changes didn't take effect before I created a new game.
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June 16th, 2008, 02:00 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Thanked 855 Times in 291 Posts
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Re: Monster SCENARIO Project
You can change the map image of course (as I think someone said above), just not the terrains, neighbour lists and so on.
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June 16th, 2008, 02:46 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: Monster SCENARIO Project
So this is how Gandalf managed to accumulate over 9k posts. 
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June 17th, 2008, 10:59 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Monster SCENARIO Project
Quote:
lch said:
So this is how Gandalf managed to accumulate over 9k posts.
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Heehee. Actually padding the beginning of the thread with placeholders was something I saw someone else do and it struck me as a good idea for something like this.
On the other hand, this is beginning to show people why I have that post count. I tend to post idea threads that create a ton of conversation. And (hopefully) get half a dozen people to start projects since most of my talk ends up just being talk. Many of our best projects from Dom1, Dom2, Dom3 started that way.
My brain is active but my fingers are lazy. 
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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June 17th, 2008, 02:28 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: Monster SCENARIO Project
So what is the plan then Gandalf in which direction will this mod go?
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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June 17th, 2008, 04:40 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Monster SCENARIO Project
I dont have one yet. 
That was part of why I laid out a post for each step of it. I created the "Scenarios, Maps and Mods" forum and have always regretted the small number of scenarios compared to Dom2.
Ive done fancy shortcuts, preexec, postexec, and maps. I dabbled abit in mods and was fascinated at the information that they could be changed in mid-game. Ive written many scripts which modify any and all of the above.
I had various notes about how they could all be tied in together but nothing that jumped up and screamed to be done. At least, not that I felt in my power. Of them all, MOD is my weakest so anything extensively built around the mod part I will be happy just to have spurred someone else to create it for us. Even if they use the whole scenario package idea, I would have no problem with that.
I was hoping for some other ideas in each of the various pieces about what would be impressive "if it could be done". Thats one of my favorite subjects "if it could be done".
__________________
-- 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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June 17th, 2008, 04:48 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: Monster SCENARIO Project
Hey my scenario type of map (gangwars) got so few feedback I can't really work on it anymore.. I think it's just not really a scenario kind of game.
The best idea's I had (idea's I liked most I mean) above where then ones where you could change the map.. but I heard that is out.. so that kinda sucks.
Still I think it might be worth modding rhyleys and ermor so they change from MA to LA, if you do it for only 2 nations it will be less trouble and it will have a huge impact on the game. Personally I think that should definately be in this scenario. It is nice if they are played by AI and the AI might even be pretty decent with hordes of chaff. (not to mention giving them to a player is always somewhat unbalancing certainly if there are pantheons so the nearest neighbours can protect him a bit to get started)
So if you have no plans my main suggestions would be
1. Pantheons
2. MA Ermor and Rhyley changing to LA
another thing.. I read a bit about scripting events.. I have not heard about it before and never read about it in the mod files (I think) can that really be done? and to what extend... it would be very kewl
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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June 16th, 2008, 04:25 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Monster SCENARIO Project
If you can't change neighbours I guess you can't add province either..
basicly you can't change anything really fun or game changing then.. too bad.. I like the idea of cold, ermor etc getting visuals with it.. but it really doesn't change much.
You could make a REAL huge mod file and add units later in the game depending on scales.
To be really fair about that you'd have to have settings for all scales in advance though and 90% of the wouldn't be used.. seems a bit like a waste. (This idea is derived from the summons thread where someone wants the ulm warwagon unlocked at prod 3... which is a real nice idea. but as I said.. a lot of work.. for a lot of races... and not much would be used.)
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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June 16th, 2008, 07:02 PM
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Captain
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Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
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Re: Monster SCENARIO Project
Adding national spells based on how the game evolves could be fun:
1st to reach level X in research unlocks national spell Summon Nasty Djinn.
Whoever controls DeadRat Province unlocks unlocks national spell Summon RatLord.
Nation controlling least number of provinces, and, if tied, best in research, by turn 12 unlocks Summon Meek Paladin.
etc.
Longer to code, nation specific events could be done too, like:
Any nation controlling less than 12 provinces by turn 10 and the 2 smallest nations (more if tied) by turn 10 get a permanent discount of 10% in gold and +1 attack for their best non commander unit.
Nation with best dominion by turn 15 gets its weakest national priest gain H2 if it was only H1, with a cost increase of +20 gold.
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