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  #1  
Old November 3rd, 2003, 06:01 AM

tkobo tkobo is offline
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Default how modable ?

Demo-is it modable at all ?

Full game -will we be able to make our own custom gods ?
Units ?
Items ?
Cultures ?

Can we alter save games ?

Will it be easy ? Or will we need programing skills ?
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  #2  
Old November 3rd, 2003, 11:16 AM

MStavros MStavros is offline
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Default Re: how modable ?

The devs are already working on the mod tools. No infos about the features of it..yet.
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Old November 4th, 2003, 02:07 AM

Particle Particle is offline
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Default Re: how modable ?

Yeap, however I think that the mod tools won't be released in the next few weeks, if you know what I mean.
there are lot of important things to do for the devs, like tweaking, balancing, bug fixing, improving the strategic AI...and the list continues.
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Old December 3rd, 2003, 08:41 AM
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Vger Vger is offline
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Default Re: how modable ?

Hi,

I'd like an answer to tkobo's questions as well. I was going to post a separate thread, but thought I'd bump this one, instead.

Having just watched the Mummy Returns again, I'd love to do my Version of of the Scorpion King, Amonhotep and an Egyptian theme/nation.

Thanks for any and all information, IW.
V'ger gone


>>>>>
Demo-is it modable at all ?

Full game -will we be able to make our own custom gods ?
Units ?
Items ?
Cultures ?

Can we alter save games ?

Will it be easy ? Or will we need programing skills ?
>>>>>
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  #5  
Old December 3rd, 2003, 08:59 AM

johan osterman johan osterman is offline
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Default Re: how modable ?

Yhere will be mod tools in the first patch. They might not be as complete as some of you might wish but there is no reason why they can't be updatted further in later patches. As of now you can add or alter units pretty much in any way you want. You can rename and alter nations etc. You cannot at present change or disable spells or items.
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Old December 4th, 2003, 02:55 AM

tkobo tkobo is offline
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Default Re: how modable ?

Well, I'd like to be able to create my own pretender,new items and new units.

Will any of this be possible ?
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  #7  
Old December 4th, 2003, 03:54 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: how modable ?

Quote:
Originally posted by tkobo:
Well, I'd like to be able to create my own pretender,new items and new units.

Will any of this be possible ?
Yes now, no, and yes later.

Yes to units, as Johan mentioned, you will be able to add and alter units with the mod tool.

At the moment you can make a pretender out of any of the 1010 units in the game. You can do it with .map commands making a playable game which gives you a particular pretender. You can also give it any magic and equipment (already existing)

But items will apparently take awhile longer.
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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Old December 4th, 2003, 05:35 AM

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Default Re: how modable ?

Can give tell me how to do make my own pretender ?
Please be specific in each step.

thanks
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  #9  
Old December 4th, 2003, 10:35 PM

Chris Byler Chris Byler is offline
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Default Re: how modable ?

Quote:
Originally posted by johan osterman:
Yhere will be mod tools in the first patch. They might not be as complete as some of you might wish but there is no reason why they can't be updatted further in later patches. As of now you can add or alter units pretty much in any way you want. You can rename and alter nations etc. You cannot at present change or disable spells or items.
It would be nice to be able to add new summonable units, which inherently requires adding a new spell to summon them (for example, the Japanese theme that was being discussed on another thread could get to summon kitsune, yuki no onna, tengu, etc.). Some national themes rely on national summons (especially Ashen Empire, Soul Gates, Carrion Woods and Desert Tombs).

Do you have any plans to add spell editing in later releases?

Also, you didn't specifically mention: can you add a new special theme to a nation, without having to modify or replace an existing special theme of that nation?

I have some ideas for a "Black Widows" theme for Machaka where the queens have taken over the government and priesthood and no king reigns for more than a year before he is sacrificed to make way for his replacement. (Obviously they don't get the King Triumphant as a national hero!) The God Forest has been corrupted, and the Shadow Queens raise undead Hunter Spiders to fight for their cause (this would require either a national summon or an "enter to summon" site, since undead Hunter Spiders are too powerful to be available as a special reanimate like lictors and tomb wyrms - I'm thinking they should still be sacred; almost every nation and theme has some sacred non-commander, and Black Widows will lose the living Black Hunter). Some queens are normal and some unholy priests (replacing all the usual priesthood), and the Black Sorcerer is replaced with a Black Sorceress with a heavier emphasis on death magic.

I haven't decided yet if there should be any change to the basic military, witchdoctors or sorcerers. They may need a scout since they lose the Ear along with all the other standard Machakan priests - but on the other hand, they would still have Bane Spiders. Forcing them to rely on Bane Spiders or indy scouts for stealth could be an interesting counterbalance to the new stuff they get.

Can I do all that without having to make it the only theme for Machaka in my mod? Can I do it at all given that I want to add a unit that isn't recruited normally? Adding new themes requires adding new capitol sites that enable the new theme's capitol-only units and have the appropriate gem income for the new theme. Can the existing mod tools do this?

Also, if people do design their own themes, is there a chance they could be incorporated as official themes in a future Version of Dom II?
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-- Dominions II spell manual
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  #10  
Old December 5th, 2003, 12:42 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: how modable ?

Quote:
Originally posted by tkobo:
Can give tell me how to do make my own pretender ?
Please be specific in each step.
thanks
Go to the directory that your dominions maps is in.
Make a copy of aran.map and call it mine.map
open mine.map with WordPad

find the line that says #dom2title Aran
change it to read #dom2title Mine

Now go all the way down to the end of the file

Add these lines..........
#god 4 604
#scale_chaos 4 3
#scale_lazy 4 3
#scale_unmagic 4 -3
#dominionstr 4 7
#comname "Myne"
#mag_astral 9
#mag_fire 4
#mag_earth 4
#mag_priest 6


This will give Ulm (nation 4) the god of the original Lord of Night (which can still summon Fiends of Darkness). It also gives dominion strength of 7, the name of Myne, 9 in astral magic, 4 in fire, 4 in earth, and priest powers of 6 (wow what a cheat). Now just start a new game and select Ulm, whatever opponents you want, and play on the map called "mine".

Other gods you might consider are
247 the Freak (without the Lord rider)
404 the Vampire Lord (because I dont want to play a queen)
440 the Paladin (because he looks cool)
491 the Harvester of Sorrows
521 the Abomination
621 the TreeLord
623 the King of the World (huge horror)
762 the Vastness
810 the Lord of Hell
945 the Shade King

Disclaimer: this will only work with that game map and will not allow you to use that god with multiplayer games.

[ December 04, 2003, 22:50: Message edited by: Gandalf Parker ]
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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