|
|
|
|
October 26th, 2006, 06:01 AM
|
Corporal
|
|
Join Date: Oct 2006
Posts: 67
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Mod: Spell Descriptions \"Mod\"
This isnt really a mod per-se, but rather an "unofficial patch". It will change your dom3.exe file directly.
I havent used it in a multiplayer game so I'm not sure if it gets flagged as cheating. I suspect it doesnt, but it would be good if someone could test this.
Features:
- Makes selected in-game spell descriptions more accurate, providing concrete values and formulas for spell effects instead of vague descriptions
- Ability to modify the spell descriptions yourself, with limitations (see readme file in download)
- Program is designed in a way so that it should work for any future versions of dom3.exe that Illwinter release
You can download it from my web site:
http://users.on.net/~dfidge/dom3/patch.html
|
October 28th, 2006, 01:32 PM
|
Brigadier General
|
|
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
|
|
Re: Mod: Spell Descriptions \"Mod\"
Sounds like a very good idea, thanks (will download in a bit)
|
December 1st, 2006, 09:12 PM
|
Corporal
|
|
Join Date: Oct 2006
Posts: 67
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod: Spell Descriptions \"Mod\"
I thought I would give my mod a bump...also this mod has been tested as OK for multiplayer.
|
December 1st, 2006, 11:22 PM
|
|
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Mod: Spell Descriptions \"Mod\"
Very nice! *bump*
Are you planning to update it, though? as in: keep it accurate? There are several spells/magic effects in the game that seem to be unclear as to the exact effect or lack thereof, even with the manual in hand (I lost mine). Ofcourse, patches will probably also stretch the spell effects a bit over time. Since you've got more of a very nice tool here than precisely a mod, it could continue to be very useful and popular over time, if kept up. I'll probably use it myself, infact, atleast with some mods I have in mind, so thank you very much for your efforts here.
__________________
You've sailed off the edge of the map--here there be badgers!
|
December 2nd, 2006, 07:51 AM
|
|
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Mod: Spell Descriptions \"Mod\"
This could be updated to be a proper mod after the next patch. #descr for spells works then. Interesting idea, but some of your descriptions are wrong. Burden of Time, at least, now ages units instead of killing them straigth away, and Decay also ages units.
|
December 3rd, 2006, 03:45 AM
|
|
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Mod: Spell Descriptions \"Mod\"
Endoperez, that's why I mentioned that it would be nice, more work but nice, if DireAussie keeps this mod updated, because things like you mentioned are going to crop up until the game becomes more stable through patches/mods.
__________________
You've sailed off the edge of the map--here there be badgers!
|
February 15th, 2013, 06:38 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Mod: Spell Descriptions "Mod"
I am not sure why this is rising again but here is one of the threads I was asked for. [NECRO]
If anyone thought I was some master typist then I am sorry for that impression. The many text files in
http://www.dom3minions.com/docs/
are mostly from requests people had for lists. And they were stripped directly from the dom3.exe by use of a command on linux called strings. The strings command will TRY to only list what it thinks MIGHT be words in an executable. Pros and Cons. The older style within dom3.exe may have drawbacks but has many readable lists in it. I can update these lists or extract new ones. Just ask.
The DASUP program is a great example of changing text in the game and was nice enough to make allowances for personal changes. BUT lessons were learned. The readme file that comes with it now carries this warning.
Quote:
IMPORTANT: Your description can only be of the same length or smaller than the original spell description in the dom3.exe file. You can look up the maximum number of characters allowed by opening exespellsdump.log, look for the size: value for the spell you want to change. If you make the description too long the program will automatically truncate it (and it will tell you in DASUP.log). The reason for this limitation is that the patch overwrites the descriptions that are already in the exe file. Because of the way programs work you cannot insert new stuff into the executable without ruining the program.
|
I cannot seem to find the thread which discussed everything prior to the creation of DASUP but I do remember mentioning one thing.
The program in this thread is a zip file download, which unpacks an executable, which when run will modify the Dominions 3 executable program permanently. With many people that would cause automatic trust concerns (and well it should). So further efforts along this line should be aware that within a the small niche group that we are, you will be catering to an even smaller niche group that would be willing to run such a program.
Other than that, luck be with you in any new projects.
__________________
-- DISCLAIMER:
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!)
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|