I bothered to wrote some sort of UnitGen modding tutorial. The first chapter with the IRC channel is the most useful one by far though:
http://koti.kapsi.fi/~elmokki/dom3/u...ke_content.txt
I also woke up ludicrously early for once an spent some time coding UnitGen since I had nothing better to do:
- Fixed mounted topless black men causing errors.
- Renamed the basicnet-files to bascinets so the game actually finds and draws them
- Lizard chariots get #mounted tag
- Metal staff is sacred only weapon. It was mistakenly a normal one.
- Wooden staff is a rare infantry weapon. It was mistakenly an infantry weapon, but oh well.
- Frost Fiend / Devil secondshapes are a lot more expensive
- Magic weapon cost increases on units fixed
- Getting two or three primary mage nations is somewhat more common
- Racial magic affinities work differently now: All paths have basechance 1 by default, and the affinity number is added to them. I also tweaked existing numbers to make some paths sufficiently more common (but still by far not guaranteed) for certain races.
- I rewrote mage naming. It uses filters now in the same style as sacred naming (both use exact same system actually, though mage naming code is a bit more intricate to get a bit more presentative names). I also added some extra chanceinc commands for it so mage name part generation chances can be defined more precisely. Be warned though: I coded a short program to convert the files from the old to the new format, and it might've had some bugs. I did a quick lookup and edited some definitions to work better with the new format, but it might not be perfect.
- There are probably some undocumented changes too.
http://koti.kapsi.fi/~elmokki/dom3/u...en_18_7_12.zip