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  #1  
Old June 8th, 2005, 02:18 PM
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Default Some questions

1) Are ice weapons (still) considered magical?

2) How hard is it to mod Dom II?

3) Any news about Dom III? Apart from Oceania that is.
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  #2  
Old June 8th, 2005, 03:07 PM
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Default Re: Some questions

Welcome back!

1) Ice weapons are supposed to be magical ("This weapon is considered magic"), so they are barring a bug.

2) Mods are done by using a text file and commands, so it's not too difficult. There are limits to how much you can mod however: in general, you can alter most "things", but you cannot create new spells, items... or duplicate a spell/item.

3) The main news I can think of is the introduction of eras in the game. If memory serves, there will be a magical era, a standard era, and a units era, so all nations will effectively have three themes. There should be an option to play nations coming from different eras, but specifics on how it will work are not known yet.
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Old June 8th, 2005, 04:47 PM
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Default Re: Some questions

Those eras sound very intresting to say the least!
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Old June 9th, 2005, 03:58 AM
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Default Re: Some questions

Well, it seems its time to once again grab my notes.

Sent you a PM, with all info I have scrathed from the forums and DomIIIDevDiares that come out in FRAG! newsletters. The June newsletter hasn't arrived yet, and new DevDiaries should be coming up shortly, so it might be worth it to register to it...
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Old June 9th, 2005, 10:39 AM
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Default Re: Some questions

My humblest thanks to Endoperez for his throughout PM! *bows*

Further questions about modding:

Can you modify themes?

Can you modify magic sites?

Is unit editing about the same as in Dom I? I couldn't find a guide for unit editing in Dom II.

I'm asking this because I have some ideas for themes for several nations out which some are reworked versions of existing themes which are widely cnsidered to be weak, some new which I'd like to turn into a mod/mods. I also have idea for two nations to replace the sea nations but I'd make them a separate mod.

(looking at some of my angry past postings the irony is quite thick in this project )
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Old June 9th, 2005, 11:10 AM

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Default Re: Some questions

Hmm. Time themes idea seems to be fun, but it really restricts imagination. Especially that magic era=>modern age=>units era idea.
'There was more magic in the past' tune is classical, but 'magic continues to wane' is something I never really liked. I dont think it's a must.
For example, Man - right now you can assume both that the Sidhe are gone for good and that they have returned. If I got it right, they are going to become 'the Past' now.
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Old June 9th, 2005, 01:19 PM
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Default Re: Some questions

This is a theme (a tad...diffrent one) I planned for Vanheim in case one can create themes:

FEWNLAND

The Vanir have disappeared for good. For a long time the masterless humans warred with eachother and barbarism reigned.

Now with the return of god the kingdom of Fewnland has been found from the three once warring tribes and civilization, organized magic and smithcraft are returning.

The northern Saponians are still partially barbaric hardy men from the northern areas of the kingdom. The Saponian Shamans guard their holy lake which is believed to be a gate to the netherworld and the Hills Where Fox Landed with the aid of Lake Guardians and Fox Warriors. Even though the worship of elders and The Great Fiery Fox in Heavens has been replaced with monotheism the Shamans are potent mages of netherworld and heavenly fires and they wield priestly authority. The Saponians are highly attuned to their ancestral homeland and very rarely emigrate.


In the southern part the two long-hostile tribes, Pohjans and Karelis, have been united and the revered Bear Warriors, Hakkapelites and Metsäjääkäri's fight side by side while infantry that resembles the soldiers of the now-crumbled Vanheim makes up the bulk of the army.

Monotheism has replaced the old tribal pantheon and the Priests of One God now wield the religious authority and limited magical skills while the Sons of Kaleva, the highly revered arch priests of the faith guard and maintain the god's earthly residence, the temple-palace of Kultaranta. The Spellsingers and Great Knowers pass the lore and knowledge to peasants and warlords alike.

Race: Humans, prefers cold +1
Military: Medicore infantry, stealthy bowmen, sacred infantry and cavalry.
Magic: Nature, Air, Random. Saponian Shamans with wide skills can only be recruited at capital.
Priests: Average mage-priests of Wind, Nature and Fire. Shamans wield weak religious authority. Highly skilled Sons of Kaleva can only be recruited at capital.

In a nutshell: Great, expensive units thrown in middle of medicore infantry with expensive, strong but very MD-vulnerable mages and tamer but more expensive mage priests and cheap-esque random mages.

What an intresting mix of norwegian mythical name, Finland, Sami people and Jack Vance's literature!

[img]/threads/images/Graemlins/Flag_Finland.gif[/img]
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  #8  
Old June 10th, 2005, 07:31 AM
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Default Re: Some questions

Hm. It seems I lost another post. Any way, I have graphics for fur-clad Archers, can do graphics for Fox Warriors clad in white fur, some kind of shaman should be doable (I already did something for Oglala mod, that just needs a bit more clothes), Horse Brothers are fur-clad horsemen...

We can't add a theme, but we can add a nation. Of course, this calls for a special scenario in a new map (Scandinavia), with Nerfix's nation in the middle, Vanheim in the west and Jotunheim in the East... I think replacing Ulm would be fitting, as this nation seems to have strong army but be weaker in magic/priestly power. Sanguine Heritage can be modded to summon *new unit*, limited only by modding tools and (my?) artistic skills.
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Old June 10th, 2005, 11:11 AM
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Default Re: Some questions

Nice to see that at least somebody else is intrested. Too bad that we can't make themes... Can we create magic sites?

The scandinavic scenario sounds kinda fun.

Ulm could do though I think it's more the trick units and sacred mages that stand out than the average soldiers. Wasn't SH the vampire creation spell for BW Ulm?

I've made some rough unit descriptions and I think I'll send them to you later today.
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  #10  
Old June 10th, 2005, 04:22 PM
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Default Re: Some questions

Yes, after reading yous description it seemes much more like Man, especially its Tuatha theme. Man also has Spell Songs...

Sites cannot be created or edited. Spells cannot be created, but their cost (fatique, gems) and paths needed can be edited. Also, the creatures they summon can be edited. If Vampire Count (which can only be gotten through Sanguine Heritage) is replaced with Lake Spirit, path requirement changed to S2Holy2 (possible!) or S2D2 or something and gem cost to whatever balance needs, we have a new summoning spell with just the name staying same.
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