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September 21st, 2012, 12:32 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Mod Brainstorm-wishlist
Yes. Great for solo play but I had something abit different in mind for server games.
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September 22nd, 2012, 09:41 PM
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Private
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Join Date: Jul 2012
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Re: Mod Brainstorm-wishlist
Here are my ideas so far:
An easy itemslots calculator
Warhammer 40k nations adapted for Dom3 (i'm working on a tyranids mod right now)
A MC-compatible Unitgen.
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September 23rd, 2012, 07:14 AM
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Second Lieutenant
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Join Date: Dec 2010
Posts: 517
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Re: Mod Brainstorm-wishlist
Quote:
An easy itemslots calculator
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how would this work? And what for? Figuring out the numbers for item slots takes like a minute anyway.
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September 23rd, 2012, 09:37 AM
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Private
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Join Date: Jul 2012
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Re: Mod Brainstorm-wishlist
Quote:
Originally Posted by Admiral_Aorta
how would this work? And what for? Figuring out the numbers for item slots takes like a minute anyway.
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Yes, but if you get it wrong, it ends up having two headslots and 40 armslots
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September 24th, 2012, 02:15 PM
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Colonel
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Join Date: Nov 2008
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Re: Mod Brainstorm-wishlist
I think that isn't possible. But iirc nobody has really tried to determine which slots you can give a unit. A guide with all that information could be useful.
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September 24th, 2012, 02:23 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Mod Brainstorm-wishlist
Maybe do it like we did the Unit display which found hidden units.
We put every unit in a game assigned to a human player. the units "name" was its ID number. That way we could look at everything, and know its ID number to use it.
Maybe generate a big mod creating units with sequential binary assignments for slots. Name them the binary number used. Then create a game with all of them in the game assigned to a human player so you can go in and examine each one.
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September 25th, 2012, 05:39 AM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
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Re: Mod Brainstorm-wishlist
Quote:
Originally Posted by Theunderlord
A MC-compatible Unitgen.
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UnitGen is designed to be compatible with any mods provided there are enough ID slots left after the mods. I figure I could also just add a feature to allow replacing vanilla stuff if so configured so there's no feasible way to run out of IDs unless your game is absolutely massive.
By default it is only compatible with CBM (actually 1.92 to be precise, I'll fix that eventually), but absolutely anyone can open forbidden_ids.txt and just write the id ranges the MC mods they want to use are using, and UnitGen will not write anything conflicting.
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September 25th, 2012, 05:52 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Mod Brainstorm-wishlist
Quote:
But iirc nobody has really tried to determine which slots you can give a unit. A guide with all that information could be useful.
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I believe this information is in the modding manual.
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September 25th, 2012, 05:55 AM
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Second Lieutenant
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Join Date: Aug 2008
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Re: Mod Brainstorm-wishlist
Also the modding document is very clear on how to combine slots (see 7.11.2). If you understand binary, it's also pretty easy to see that 2 hands is sum of 1 hands and an unlisted value (4) for extra hand. 3 hands is sum of two hands and yet another unlisted value (8) and it goes on for 4 hands (16). These are binary numbers in decimal which are summed up for things like terrain types or random pick path masks too. Why? Because you can always break sums of binary numbers expressed as decimal numbers to the individual binary numbers so the one number tells the game all the terrain types or all the magic paths in the sum.
Basically you could list it as:
First hand - 2
Second hand - 4
Third hand - 8
Fourth hand - 16
Sum up for combination.
Due to how this is done, you can only choose one line per slot type from the list. So you are limited to 0-4 hands, 0-2 heads, 0-1 body, 0-1 feet and 0-4 miscs. If you really want to experiment, you can try adding 65536 to the #itemslots because that is the first binary number expressed as decimal number that is not used judging by the item slot list, but I doubt it'll do anything.
Theoretically you could also try summing up things in the style of fourth hand + first hand from my list above for 18, but what's the point when that's two hands just like the 6 that is guaranteed to work.
Someone may wonder why it's not worth it to try combining something like 2 + 3 hands for example for 5 hands. The sum of those values is 6 + 14 = 20. The reason to this being obviously infeasible is pretty simple. 20 is the expression of binary numbers expressed as decimals 16 and 4 summed up, resulting (see my list above) in adding second hand and fourth hand and probably resulting in either two hands, crash or no hands at all.
One binary number can appear only once in the mask which is the reason to above. Summing up 6 and 14 is stupid because it basically means first hand + second hand + first hand + second hand + third hand. Similarly you can never get two bodies because 1024 + 1024 = 2048 which is the number for one pair of feet.
Of course if someone has patience, go ahead and do experiment, but the table of item slots is certainly not encouraging for experiments.
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October 2nd, 2012, 10:56 PM
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Private
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Join Date: Jul 2012
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Re: Mod Brainstorm-wishlist
Here are some nation ideas/expansions
A "revival" of Jazzepi's Lodum mod (great concept, but no spritework)
A LA Machaka (IW is coming out with the EA nation.
Another aquatic race (sharkmen,crabmen, The list goes on and on
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