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  #31  
Old October 15th, 2008, 05:39 AM

Sombre Sombre is offline
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Default Re: Writing Strategy and CBM

Sounds delicious doesn't it?

Far better than a fig of swords.
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  #32  
Old October 15th, 2008, 06:27 AM
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JimMorrison JimMorrison is offline
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Default Re: Writing Strategy and CBM

You're just using figs to confuse the newbies, so that you can win.
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  #33  
Old October 15th, 2008, 08:03 AM

Aezeal Aezeal is offline
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Default Re: Writing Strategy and CBM

Seriously K you are whining, apart from the fact wether or not a .dm file is easily opened and read (which it actually is, all commands are clear without even the manual next too it and I always open it with wordpad, about the most basic text editor which comes standard on my operating system.) there is as was pointed out to you a detailed log which explains what was changed.

On the other hand I'd not mind you bothering Sombre more on this topic since he's being annoying about my mods anyway
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #34  
Old October 15th, 2008, 08:08 AM
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Jazzepi Jazzepi is offline
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Default Re: Writing Strategy and CBM

Quote:
Originally Posted by K View Post
Quote:
Originally Posted by Sombre View Post
It's included in the attachment as a text file iirc.

I never look at it because, hey, the dm is right there and is by definition more accurate.
Thanks. Now that I've found it, it confirms my suspicions that it is literally hundreds of changes whose only purpose seems to be to confuse players who aren't skilled modders.

I assume a text editor is needed to open a dm file, but since I'm not teaching myself to mod the game just to play it with one mod, I guess it doesn't matter.
What a joke.

Jazzepi
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  #35  
Old October 15th, 2008, 08:26 AM

thejeff thejeff is offline
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Default Re: Writing Strategy and CBM

I haven't dug into the CBM mod, but from other mods I have looked at, I think it's going a little far to say "all commands are clear without even the manual next too it."
That may be true once you've been modding for awhile, but most of the mods I've seen have been opaque at first glance.

The log with CBM may be good, but that's a different issue.

And focusing on needing a text editor, when the main complaint was not wanting to learn to mod in order to play, is really avoiding the point.
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  #36  
Old October 15th, 2008, 08:33 AM

Sombre Sombre is offline
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Default Re: Writing Strategy and CBM

The accompanying text file is clear even without 'learning to mod' aka looking 2 or 3 terms up in the readily available mod manual. I suspect people claiming otherwise haven't actually looked at it.
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  #37  
Old October 15th, 2008, 09:15 AM
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Edi Edi is offline
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Default Re: Writing Strategy and CBM

I've played a couple of games with the CBM Gods mod and that certainly opens up quite a bit of options in pretender design. I have not played any of the other CBM mods or the full all-in-one version. That said, for anyone who can claim to know Dominions 3 well, switching between vanilla game and CBM game should not cause any great deal of trouble. That's because a true test of the claimed knowledge and skill is an ability to adapt and use the tools at hand, even if slightly unfamiliar.

If the documentation for the Dom3 CBM is anywhere similar to what I made for Dom2 CBM back in the day, it should be well readable, even if it does not list every least little thing in detail. For anyone who seriously intends to play mods or understand them, a basic knowledge of modding is required. This does not mean needing to memorize every modding command. That's what the manuals are for, especially the new ones.
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  #38  
Old October 15th, 2008, 01:47 PM

Aezeal Aezeal is offline
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Default Re: Writing Strategy and CBM

To be honest I don't think they play for most nations is really different, you might choose some other summons or use some other spells etc etc but I don't think national troops where changed much. Pretender design is the same idea, most used pretenders are still viable only others have been strengthened too.

And seriously jeff if you read a .dm file 'like CBM editing existing units you'll almost 100% know what is happening, even a completely new nation mod or something even more ambitious like my dom3000 mod you can nearly 100% understand what is happening. Maybe some obscure commands are not fully clear but most just do what they say AND the vague ones usually don't have that much impact. (only really unclear things could be involving pretenders and their costs and the magic paths to see what number goes where and their randoms)
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #39  
Old October 15th, 2008, 02:36 PM

Epaminondas Epaminondas is offline
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Default Re: Writing Strategy and CBM

Quote:
Originally Posted by Aezeal View Post
Seriously K you are whining, apart from the fact wether or not a .dm file is easily opened and read (which it actually is, all commands are clear without even the manual next too it and I always open it with wordpad, about the most basic text editor which comes standard on my operating system.) there is as was pointed out to you a detailed log which explains what was changed.

On the other hand I'd not mind you bothering Sombre more on this topic since he's being annoying about my mods anyway
Yes, if an ignoramous like me can figure it out, then anyone could!
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  #40  
Old October 15th, 2008, 06:08 PM

Aezeal Aezeal is offline
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Default Re: Writing Strategy and CBM

No need to say I'm right.. that is a given

__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
Reply With Quote
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