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  #11  
Old June 6th, 2005, 01:06 PM
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Default Re: New Map Utils For Dom2

Yes, I think I understand that and that will be of great help if/when I get going. I'll have to check few things about portability first, it seems. I had thought some general Java library worked on all platforms Java worked on, but it seems it might not be so.
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  #12  
Old June 6th, 2005, 09:48 PM
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Default Re: New Map Utils For Dom2


The_Paladin... these tools sound awesome !

Where can they be downloaded ??
Does a readme file explain how to use them ??
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  #13  
Old June 6th, 2005, 11:02 PM

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Default Re: New Map Utils For Dom2

Quote:
NTJedi said:

The_Paladin... these tools sound awesome !

Where can they be downloaded ??
Does a readme file explain how to use them ??
At present you can download the first of the three utils as an attachment to the first post in this thread. There is a readme file in the zip which explains how to use that uitl. However I am presently modifying the last two to accept input from config files. At the moment they require code changes to alter their configuration and that is obviously useless for the end-user. I anticipate having a beta of the three tools out sometime this week along with an instruction manual of sorts so stay tuned .
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  #14  
Old June 7th, 2005, 05:50 PM

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Default Re: New Map Utils For Dom2

Thanks to everything going well, a trick I thought up, and a very nice unit database by Edi (Thanks!!!!), I was able to complete my work much earlier than I expected to.

The Dominions 2 Genesis Forge Pack Utilities Version 0.7 Beta is now available for download as an attachment to the original post.

I have managed to complete all three utilities to the point at which I'm comfortable releasing them. To those few who have downloaded the original attachment already you might as well erase those files and re-download as significant name changes have occurred since the original release. Sorry but I had to change things up to avoid name conflicts and confusion with other utilities.

Utility 1 has been given the name Genesis Map Mod (GenMM) and matches the functionality described in the original post.

I have combined utilities 2 and 3 into a single utility called Genesis Game Mod (GenGM). This utility, due to random elements and large game impact, is very difficult to test though I have confirmed much of its functionality I am almost certain that some bugs must remain. It meets much of the functionality described in the first post but not all. It is still quite useful in its present form so do not let that deter you. I am just letting everyone know that there are still more things to come (though not for a little while at least as I'm getting rather busy around here).

I have tried to provide as many options to the user as possible in GenGM - that reads in other words that there are some things to learn / configure unfortunately. For the avid modders out there, a quick read of the text files will likely have you up and running. For the non-modders I would suggest a careful read of the text files. Stick with it - same as learning Dominions 2 in the first place... it takes time but I hope it will be worth it . I wrote the utils and I still find myself referring to my own documentation so there are a few things to remember.

Also for GenGM, I have essentially implemented a small tag based scripting language to alter the settings. Of course I can use it as I just wrote it but that doesn't mean much . I need people who do take the time to try this to please give me some feedback. Did you understand the text files? Is there more info needed? Would alternate commands be helpful? That kind of thing.

Similar for bugs. If you notice something out of the ordinary, let me know that too as I'm sure there's at least one or two ones left somewhere.

Also for future ideas / expansion of the scripting language. Recommendations are welcome. What other abilities / commands would you like to see implemented? If they are feasible and people generally like the idea I'll likely add them at some point.

For installation notes read the zipped file, "Dominions 2 Genesis Forge.txt". That should guide you through everything.

And for those wondering why I called the util pack the Genesis Forge... well read the text file and I've tried to give a creative story as to why . And on that note, I hope Zen doesn't mind but I used his removal of wish in his spell mod in that story. It gave me the idea for the name.

If you develop an interesting GenGM.CFG file, they are compatible so you could post it here for others to download and try without having to learn to write CFG files themselves.

Personally one of the things I like to do, as I think +luck is next to useless as the game stands, is for any pretender who takes luck picks give their nation 1, 2, or 3 random extra abilities from a set I've defined making it much more profitable. If you take luck, for example, and gain a recruitable vine ogre, or a supplybonus, or cold resistance - it makes it worth while.

All right... that's it - go forth and enjoy!
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  #15  
Old June 7th, 2005, 07:25 PM
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Default Re: New Map Utils For Dom2

there was a 3rd party util request thread around here somewhere with alot of unfullfilled wishes
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  #16  
Old June 11th, 2005, 10:01 AM

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Default Re: New Map Utils For Dom2

Project Update

Progress

The project has been going well. Yesterday I was able to compile a null unit mod that will allow me to implement more options for unit modifications in the Genesis Game Mod. The null unit mod is available in this thread for those who want it.

I'm also investigating a way of adding in even more options that, if it comes to pass, should be really interesting. I have to check into a few things though before I know if this can become a reality. So no more info on that at the moment.

New Idea - Feedback Wanted

I am considering implementing a wizard style interface along with the other utils to make writing the config files easier. Essentially the wizard util will write the files for you, prompting you for the necessary information. Of course those who wish to manually edit them themselves can do so. It would act as a graphical front-end essentially.

I am considering implementing this to make the utility more accessible as I have the feeling that maybe the manual editing is too complex. Please give me some feedback on this idea and the utils in general.

Alright that's it - off to enjoy the weekend,
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  #17  
Old June 11th, 2005, 02:40 PM
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Default Re: New Map Utils For Dom2


For something like this, a front end would be a great idea, imo. Lots of people would rather not deal with configuration files, and even for those who are comfortable with it, the program is more likely to generate a correct and functional set of data.
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  #18  
Old June 11th, 2005, 04:38 PM
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Default Re: New Map Utils For Dom2

I'd love a graphical front end to the combat simulator, that lets you scroll through units and select them, and shows their portrait when fighting But I'm far, far too lazy to do such a thing. A "wizard" will always make something more accessible, possibly from 5% of the population to 50% of the population (where 50% are just never going to bother with 3rd-party apps anyway).
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  #19  
Old June 11th, 2005, 05:52 PM
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Default Re: New Map Utils For Dom2

The Paladin..........

That's awesome news adding a GUI interface... lots more people would use the tools with a user friendly interface.

Thanks so much for bringing these to us !
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  #20  
Old June 13th, 2005, 12:40 AM

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Default Re: New Map Utils For Dom2

Ok I've got good news and a little bit of bad news.

I made a previous vague statement about adding in even more options and checking into a few things. That 'checking' was investigating the data structure of Dom2.exe. Based on that I believe that direct modification of that data is feasible and further it will allow modding of some abilities that are not currently moddable. For example I have successfully tested adding Summon Allies to new units. Further to this I have contacted the developers as I did not want to modify Dom2 code without permission. Earlier this afternoon that was given so thanks Kristoffer . So all this is good news.

The bad news is that a relatively small project has grown in dimension because of this. Its not that bad but it does mean that some work I've done up to this point is rather useless.

So in summary the final proposed project features are:

1 - Graphical Interface
2 - Capable of modifying existing maps as per Genesis Map Mod
3 - Capable of directly altering Dom2 data to mod as many abilities / elements of the game as possible (this will incorporate the creation of non-random and random mods as per Genesis Game Mod)

I will work on this project, time permitting, but also as this project has grown if anyone would like to volunteer assistance would be appreciated.

I could likely use someone to help with the writing of the actual utility as there a few independent aspects that can be coded separately. Since most of the existing code is in C++ (and I may need to write a little assembly to check a few things) ideally someone who is familiar with C++ would be helpful.

Anyone who would be available to test out the changes as their made and potentially investigate what certain abilities actually are (as I'm uncertain about a few fields) would be helpful as well.

And also I don't know if this is currently available or not but a complete list of unit abilities would be very helpful.

I believe it will be an interesting project and I've already learned a few things myself. So if you want to help with any of this, please let me know .
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