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!