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September 30th, 2003, 04:02 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Endoperez I have a question for you:
It will be possible to make a Tolkien mod, with all the tolkien 'nations', units, leaders and creatures without any new dom 2. mod tool?
You can change/add/remove everything what I listed above?
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September 30th, 2003, 04:17 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Quote:
Originally posted by Mortifer:
Endoperez I have a question for you:
It will be possible to make a Tolkien mod, with all the tolkien 'nations', units, leaders and creatures without any new dom 2. mod tool?
You can change/add/remove everything what I listed above?
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No way! If that would be possible, than what were we talking about so far? HUH? 
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September 30th, 2003, 05:26 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
The missing component is to be able to fuse those new units and such into a unified nation design. Since themes offer the ability to change national unit line-ups, among other things, this was forwarded as a good solution as to how to bring everything together without too much more work needed by Illwinter. The simpler the solution can be, the more likely it is they can do it with their limited manpower and funding.
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September 30th, 2003, 06:52 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
I'm kinda relieved that people started understanding what I was trying to suggest - thanks Endoperez & Psitticine 
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September 30th, 2003, 08:45 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Ergo themes are not enough for a proper mod.. 
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September 30th, 2003, 10:48 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
*slaps forehead in frustration*
Mortifer - themes can change everything about the nation except its name.
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September 30th, 2003, 10:57 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Quote:
Originally posted by Psitticine:
The missing component is to be able to fuse those new units and such into a unified nation design.
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Than what is this?
Also I thought that we can add monsters to scenarios ONLY in Dom I.
Basically we cannot make themes at all for Dom II. I guess, am I right?
[ September 30, 2003, 21:58: Message edited by: Mortifer ]
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September 30th, 2003, 11:03 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
This is getting annoying. Themes are not mods.
Themes are for the ORIGINAL GAME.
We need MOD TOOLS. 
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September 30th, 2003, 11:19 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Quote:
Originally posted by Aristoteles:
This is getting annoying. Themes are not mods.
Themes are for the ORIGINAL GAME.
We need MOD TOOLS.
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Why is modding a theme not modding? Their point is that it might be simpler to implement changing themes than changing the nations from scratch thus improving the chances of it being implemented, and since the themes can come with a whole set of troops as similar or dissimlar from the original nation as you want, this would let you change every aspect of a nation but its name and the flag on the map or the overviews. Thus if you could edit themes you could make an Ermor that could recruit orcs, snaga uruk-hai or whetever you want, you just would be stuck with the name Ermor and the skull flag.
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September 30th, 2003, 11:21 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Ok, but it will be hard for the devs to script something, what will give us the chance to change the names of the nations??
[ September 30, 2003, 22:22: Message edited by: Aristoteles ]
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