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  #91  
Old February 7th, 2009, 10:33 AM

analytic_kernel analytic_kernel is offline
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Default Re: Modding shortlist

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Originally Posted by Burnsaber View Post
Mercenary Modding
#addgroup - adds new group of mercenaries
#name "name" - declares the name of the group
#leader [mon nmbr] - declares who commands the mercenaries
#troops [amount] [mon nmbr] - first number declares how many troops and the other what the monsters are
#startcost [amount] - How much money will they ask when they are available.
#end - always at the end of #addgroup
Good idea, Burnsaber.
We would probably also want #leadername. Might also be good to specify magic paths (and maybe even magic items) for the leader.
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  #92  
Old February 7th, 2009, 10:43 AM

Aezeal Aezeal is offline
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Default Re: Modding shortlist

items, yes, paths would just be under it's newmonster modding stuff
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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.
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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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  #93  
Old February 7th, 2009, 10:50 AM

analytic_kernel analytic_kernel is offline
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Default Re: Modding shortlist

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Originally Posted by Aezeal View Post
items, yes, paths would just be under it's newmonster modding stuff
Well, I was actually drawing inspiration from the map editing commands, where commander paths can be customized beyond their monster chasis. I know we're talking about modding and not map editing here, but it would still be nice to have the additional customization for mercs. But, even the original list that Burnsaber gave would be a good start.
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  #94  
Old February 7th, 2009, 01:17 PM

Aezeal Aezeal is offline
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Default Re: Modding shortlist

yes analytic, if you just create a new monster (you know er can do that ) with whatever stats/costumization you want you can link it to that already with his idea
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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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  #95  
Old February 7th, 2009, 01:57 PM

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Default Re: Modding shortlist

I see, Aezeal. You're looking at it more like the way national heroes work. I looked in Edi's DB, and didn't see some of the standard mercs listed in the 'uniquename' column in the 'AllUnits' sheet. But, that's not to say that things couldn't work the way you suggest. I'll concede that it would be more flexible.

I would be happy either way.
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  #96  
Old February 7th, 2009, 05:15 PM
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Default Re: Modding shortlist

Mercs aren't listed in the unique stuff in the DB because the captains are all the same two types for the regular ones. Mercs are hardcoded, so they are not easily pigeonholed into anything particular.
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  #97  
Old February 7th, 2009, 08:08 PM
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Default Re: Modding shortlist

Quote:
Originally Posted by Edi View Post
Mercs aren't listed in the unique stuff in the DB because the captains are all the same two types for the regular ones. Mercs are hardcoded, so they are not easily pigeonholed into anything particular.
Hardcoded? That sounds like it might be very, very unlikely to see this kind of commands. Well, at least I brought it up.

Mercenary companies would just kinda be cool way to really force nation in the backround of dom3. Even if no one is actually playing the nation, it still has a effect on the game. *Shrugs*, well, at least we have the #mon site command to make random magic sites that allow recruits of nationals.
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  #98  
Old February 7th, 2009, 09:55 PM

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Default Re: Modding shortlist

I've seen some mercs when looking through the allview map though.. some seemed commanders from their description. Is there some way do disable them then? I can't think of a command to remove existing troops except by replacing them...

Come to think of it if I replaced them all with dom 3K flavoured mercs it wouldn't be that bad.. except all my indies are about 3x as strong as what mercs usually have but whatever. Does anyone (/me looks hopeful at Edi) have a list of the commanders unitnumbers and the troops unitnumbers.

(could be you just said this was impossible but I'm not totally getting what can be done and what not from your remark)
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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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  #99  
Old February 8th, 2009, 12:52 PM
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Default Re: Modding shortlist

Some mercs units overlap poptypes or national units so changing them would be a problem. But there are some mercs whose description says mercs (in both commander and units) so Im guessing that they would not appear anywhere else. They could be safely modified and still be mercs?
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  #100  
Old February 8th, 2009, 03:05 PM

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Default Re: Modding shortlist

For the purposes of dom3k that wouldn't really matter, since it doesn't use vanilla units anyway.
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