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  #581  
Old September 27th, 2006, 04:47 PM
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Default Re: Screenies!

Ooo.. any chance to see the Vanheim national summon? Or is it "just" the old Valkyries spell?
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  #582  
Old September 27th, 2006, 04:50 PM

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Default Re: Screenies!

Quote:
Endoperez said:
Quote:
DominionsFan said:
Afaik we will be able to add new national spells. In fact someone has mentioned that it was possible in Doms 2. even. [I am not sure since I never modded Doms 2.]
That's different. That's changing spells so that they become national spells. E.g. changing Broken Empire and giving it some of the summoning spells of Ashen Empire and Soul Gate, so that the new nation has national spells that can summon spesific commanders, but with names and descriptions that don't fit the unit/commander summoned.
Yeah but names and descriptions can be changed also, no?

Anyways I don't get it now.
Let's see...so basically we can change any existing spells in the game and make it available for only one nation?
The other question is...can we change the summoning spells? Example: Summon MonsterX -> Summon MonsterZ, so that the spell will summon a new monster instead of the old one.
I think that these things were discussed before, but I am confused about this again.
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Dominions 3. Wallpapers & Logos
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"Training is principally an act of faith. The athlete must believe in its efficacy: he must believe that through training he will become fitter and stronger, that by constant repetition of the same movements he will become more skillful."
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  #583  
Old September 27th, 2006, 05:24 PM
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Default Re: Screenies!

Quote:
DominionsFan said:
Yeah but names and descriptions can be changed also, no?
IIRC, no. As I said, I don't remember new spell modding commands being added into Dom3 release version.

Quote:
Anyways I don't get it now.
Let's see...so basically we can change any existing spells in the game and make it available for only one nation?
The other question is...can we change the summoning spells? Example: Summon MonsterX -> Summon MonsterZ, so that the spell will summon a new monster instead of the old one.
I think that these things were discussed before, but I am confused about this again.
We can't change the spell, but we can change the unit. I'll give an example: we can't change Shinuyama national spell that summon Dai-Oni. We can change the Dai-Oni unit into a marsupilami, though, and because the spell chooses units via monster numbers, the Summon Dai-Oni spell will instead summon a marsupilami. However, the Early Age recruitable unit Dai-Oni will also be replaced by marsupilami. Sometimes this can be averted by e.g. creating a new unit (nr 1999), using #copytstats "Dai-Oni" and #copyspr "Dai-Oni", and then changing earlier version of Jomon so that it recruits units nr 1999 instead of Dai-Onis, which have been replaced by marsupilami. We can also create a new magic site which allows the recruitment of national-only commanders, which allows few more tricks. However, we can't change Pack of Wolves to summon marsupilami without all other instances of wolves becoming marsupilami as well, including but not limited to those wolves that answer Howl, the wolves that appear when a Wolf Rider dies, the wolves summoned by Summon Animals and Animal Horde, wolves trained by Wolfherds, etc.
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  #584  
Old September 27th, 2006, 05:34 PM

DominionsFan DominionsFan is offline
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Default Re: Screenies!

Quote:
Endoperez said:
Quote:
DominionsFan said:
Yeah but names and descriptions can be changed also, no?
IIRC, no. As I said, I don't remember new spell modding commands being added into Dom3 release version.

Quote:
Anyways I don't get it now.
Let's see...so basically we can change any existing spells in the game and make it available for only one nation?
The other question is...can we change the summoning spells? Example: Summon MonsterX -> Summon MonsterZ, so that the spell will summon a new monster instead of the old one.
I think that these things were discussed before, but I am confused about this again.
We can't change the spell, but we can change the unit. I'll give an example: we can't change Shinuyama national spell that summon Dai-Oni. We can change the Dai-Oni unit into a marsupilami, though, and because the spell chooses units via monster numbers, the Summon Dai-Oni spell will instead summon a marsupilami. However, the Early Age recruitable unit Dai-Oni will also be replaced by marsupilami. Sometimes this can be averted by e.g. creating a new unit (nr 1999), using #copytstats "Dai-Oni" and #copyspr "Dai-Oni", and then changing earlier version of Jomon so that it recruits units nr 1999 instead of Dai-Onis, which have been replaced by marsupilami. We can also create a new magic site which allows the recruitment of national-only commanders, which allows few more tricks. However, we can't change Pack of Wolves to summon marsupilami without all other instances of wolves becoming marsupilami as well, including but not limited to those wolves that answer Howl, the wolves that appear when a Wolf Rider dies, the wolves summoned by Summon Animals and Animal Horde, wolves trained by Wolfherds, etc.
Yes I understand it Endo, so we can change the summoning spells to summon other monsters when we want. [Change the monster itself..but it can work.] Well basically no modder would change lot of summons I guess, only if the mod is a total conversion mod. [TC mods are all about changing the vanilla game as much as possible, and they can be decent, check out the Civ 3/4 mods for example] Me and my friends here will make a TC mod, and lot of summoning spells will be changed. [Also specific spells will be disabled etc.]
However! If we cannot change the spell name / description, its just not possible to make a TC mod then. It wouldn't make any sense. I mean for example you cast "Iron Dragon", but the spell will summon 2 trolls, because it was changed in the mod. Hopefully we can edit spell names and descriptions also, or at least later on with a patch.
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  #585  
Old September 28th, 2006, 03:14 PM
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Default Re: Screenies!

Quote:
Morkilus said:
Ooo.. any chance to see the Vanheim national summon? Or is it "just" the old Valkyries spell?
I'm curious about this, too. Oh, and once and for all, was the Blood 9 bless changed any?

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  #586  
Old September 28th, 2006, 03:20 PM
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Default Re: Screenies!

Quote:
BigJMoney said:
Quote:
Morkilus said:
Ooo.. any chance to see the Vanheim national summon? Or is it "just" the old Valkyries spell?
I'm curious about this, too. Oh, and once and for all, was the Blood 9 bless changed any?
Valkyries don't appear at Conjuration 3.

I don't think Blood 9 has changed. It still read as "Blood Curse" last time I tested, and I don't remember any changes in that.
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  #587  
Old September 28th, 2006, 03:53 PM
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Default Re: Screenies!

Which nation is this Oceania? I'm sure there were screens posted about them, but at the time, I assumed they were an Atlantis them, so I didn't really appreciate them. Do you recognize anything in particular they are inspired by, and what Ages do they exist in? If you had to post one screenshot that best summed up their "play style" or "national theme" woud you mind posting it?

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  #588  
Old September 28th, 2006, 04:19 PM
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Default Re: Screenies!

Oceania is the nation that was posted in DomII as a mod with the last DomII patch a year, or was it two?, ago. Water/Nature, half-fish with the upper bodies similar to Pangaeans, Triton Mages and Priests, Bishop Fish, and Mermen who have fish tails in water but get legs above water.
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  #589  
Old September 28th, 2006, 08:57 PM
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Default Re: Screenies!

How about something from Sauromatia?
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  #590  
Old September 29th, 2006, 11:55 AM
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Default Re: Screenies!

Okay, Endo and Co., with the game shipping, I say you put together a fun final set of Screenies.

Perhaps a Top Ten Screenshots To Make You Check Your Mailbox Every Hour. Or a My Top Ten Favorite New Things in Dom 3. Or a "My Top Ten Favorite Pretenders Designed In Beta." Or something similarly delicious.
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