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  #21  
Old September 6th, 2008, 04:40 PM

rdonj rdonj is offline
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Default Re: Mod & Map Manual Feedback

Oh! Okay. Can't believe I missed that.
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  #22  
Old September 7th, 2008, 08:39 AM
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Default Re: Mod & Map Manual Feedback

rdonj, no reason to feel bad about missing something. Happens to everyone. Happens to me alot.

In fact right now I've been through the manual 4 times looking for the command to make a weapon that can't be dropped. Logged on to alleviate the frustration.
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  #23  
Old September 7th, 2008, 08:44 AM
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Default Re: Mod & Map Manual Feedback

Quote:
Originally Posted by Edratman View Post
rdonj, no reason to feel bad about missing something. Happens to everyone. Happens to me alot.

In fact right now I've been through the manual 4 times looking for the command to make a weapon that can't be dropped. Logged on to alleviate the frustration.
Do you mean an item? Cursed items are not doable yet. As for weapons, using the #bonus command will make that weapon not count toward ambidex penalties and it also won't be removed if you equip an item on a commander. No idea if you lose it with stuff like the Lost an Arm affliction, as that has not been tested.
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  #24  
Old September 7th, 2008, 05:53 PM

rdonj rdonj is offline
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Default Re: Mod & Map Manual Feedback

One thing I did notice (which is completely inconsequential) is that awe and animal awe get reversed when talking about what the bonus is. In case that comes off confusing I'll just copy/paste the section so you can see what I mean.

#awe
Bonus can be a value of one or more. A bonus of
one means that people with a morale of 11 have
about 50% chance of daring to strike. A bonus of
10 means that you need a morale of 20 to get a
50% chance. -->Standard value is 1 (for Animal
Awe(+0) ).<--
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  #25  
Old September 8th, 2008, 01:59 AM
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Default Re: Mod & Map Manual Feedback

I'll check that out.
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  #26  
Old September 12th, 2008, 10:55 AM
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Default Re: Mod & Map Manual Feedback

An idle thought:

How about adding in large, bold print right after the title page of the mod manual something like:

"A lot of the modding manual instructions and commands are not intuitively obvious to first time modders. It is highly recommended that first time modders download one or more mods and review the .dm files for examples of actual applications of modding commands."
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  #27  
Old September 12th, 2008, 11:13 AM
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Default Re: Mod & Map Manual Feedback

Map Edit Manual could also use an example for newbies.

They are bit harder to find so I have attached an example of a map edit where I use most, if not all map edit commands. (You will probably want to shorten it.) You could insert the example as the last page of the map edit manual.

My first modding started with map mods and I was only able to accomplish that because Gandalf posted an example for someone.
Attached Files
File Type: zip dom3 map edit example 9-12-08.zip (2.0 KB, 136 views)

Last edited by Edratman; September 12th, 2008 at 11:20 AM.. Reason: I am a dummy.
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  #28  
Old September 12th, 2008, 02:33 PM
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Default Re: Mod & Map Manual Feedback

Good ideas. The mapmaking manual is still a less complete work than the modding manual, since it was far less substantial to begin with and there has been less time to work with it and more stuff to add. An advanced mapmaking section is somewhere in the planning stages, but not a reality yet. I expect that I'd need to add that and any other example codes as an appendix. Don't count on all of this appearing immediately, though.
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  #29  
Old September 25th, 2008, 02:36 PM

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Default Re: Mod & Map Manual Feedback

Okay, I have been doing some testing on the nametypes 141-150. Here are samples of each:

141 - Karpok, Ek Chua, Kerugaq, Sirmiq
142 - Madunta, Uistean, Eadbhard, Cuan
143 - Anastas, Orlaith, Barran, Loemfind
144 - Dreamsoarer, Running Cloud, Thunderer, Beast, Revelry, Man Eater
145 - Barbsong, Whisperleaf, Thistle
146 - Giorgy, Gleb, Sviatopolk, Kiryak
147 - Nadia, Elena, Faina, Tamara
148 - Gal, Ahia, Ethan, Yarden
149 - Ariel, Niqmepa, Rapha, Ulkan
150 - Dinah, Hephzibah, Asherah, Mahalia

I'm sure people with better cultural knowledge than me can identify several of them. They are all obviously quite different, and several are quite interesting. However, the real finds for me are 144, which I'd describe as being for animals, and 145, which is for plants (treemen etc). Both of them are actually very useful for me, and I think it would be worth including them in the manual.

If I had to make my own best interpretation, it would be something like:

141 - Enigma (non-European)
142 - Enigma (Celtic?)
143 - Enigma (Celtic?)
144 - Animal
145 - Plant
146 - Enigma (Russian?)
147 - Elegant Female
148 - Enigma
149 - Enigma
150 - Enigma (demonic?)

Also, I have a couple of errata for the manual. Under #selectnation it says first that the number can go up to 79, then suggests using numbers up to 93. Also, the nametypes go up to 150, not 149 as stated.

Hope that's helpful!
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  #30  
Old September 25th, 2008, 04:08 PM

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Default Re: Mod & Map Manual Feedback

I have this in my little txt files.

141 - Inuit
142 - Tirnanog Male
143 - Tirnanog Female
144 - Nature Beasts
145 - Plants
146 - Rus Male
147 - Rus Female
148 - Gath Male
149 - Rephaim
150 - Gath Female
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