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October 1st, 2003, 01:11 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Nope. In newsGroups I used my hotmail address, j87joensuu, since I posted into them through google Groups.
I'm not sure where I got the name, but I logged to Runescape (mediocre MMORPG) using this a long time ago. I was reading the Groups at that time, so I might have gotten the "-perez" from there.
And I thought I had made up an innovative name! 
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October 1st, 2003, 06:58 AM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
No.
Nationmodding, if and when it is implemented, will probably work as a theme, but a theme where you can also change the name of a nation.
What a theme does at the moment is changing something or everything of a nation but the name, so implementing a thememodding with the extra addition of namechanges wouldn't be too difficult i believe.
Adding additional nations (more than 17) would be a much bigger problem. As would changing underwater nations into land nations and vice versa.
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October 1st, 2003, 07:01 AM
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Sergeant
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Quote:
Originally posted by Aristoteles:
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??
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Hmmm... Fire up a hex-editor and edit the binary of the program? Does that count?
I didn't try much. But I got it worked by changing the program data at only one place. So, I guess it should be reasonable easy for Illwinter to code the progame to read the nation names from a text file.
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October 1st, 2003, 07:32 AM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Quote:
Originally posted by Kristoffer O:
No.
Nationmodding, if and when it is implemented, will probably work as a theme, but a theme where you can also change the name of a nation.
What a theme does at the moment is changing something or everything of a nation but the name, so implementing a thememodding with the extra addition of namechanges wouldn't be too difficult i believe.
Adding additional nations (more than 17) would be a much bigger problem. As would changing underwater nations into land nations and vice versa.
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some loosely related questions :
are always wondered, in which language you develop? C, C++, something else?
Are you an OOP fan? Thats ease program changes rather drastically...
What was the reason initially to internalize in the binary all the datas? answer can be : dont know 
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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October 1st, 2003, 09:09 AM
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BANNED USER
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Join Date: Sep 2003
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Quote:
Originally posted by Kristoffer O:
Nationmodding, if and when it is implemented, will probably work as a theme, but a theme where you can also change the name of a nation.
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Great. This is what we need than.
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October 1st, 2003, 09:57 AM
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Corporal
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Themes or not, if we can modify the nations totally, change their names, and change the pretenders as well, than we can talk about making mods.
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October 1st, 2003, 10:47 AM
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Major
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Join Date: Sep 2003
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Ye, plz allow us to rename the nations and to design new pretenders.
[ October 01, 2003, 09:47: Message edited by: DominionsFAN ]
__________________
Dominions 3. Wallpapers & Logos
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"Training is principally an act of faith. The athlete must believe in its efficacy: he must believe that through training he will become fitter and stronger, that by constant repetition of the same movements he will become more skillful."
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October 1st, 2003, 11:21 AM
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BANNED USER
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Quote:
Originally posted by DominionsFAN:
Ye, plz allow us to rename the nations and to design new pretenders.
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Agreed.
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October 1st, 2003, 12:40 PM
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Brigadier General
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
not sure if it has been mentioned, yet. I recall it was misisng from one of the early lists of 'must-have' tools. IMHO, that should also include the ablity to mod magic sites.
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October 1st, 2003, 09:57 PM
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BANNED USER
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Yeah, modding magic sites would be also a nice addition. 
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