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March 10th, 2008, 09:54 PM
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Corporal
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Join Date: Sep 2004
Location: US-Eastern (Raleigh,NC)
Posts: 91
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Thanked 1 Time in 1 Post
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Re:
Ok, maybe not the place to suggest it, but here's one thing I think would be great, and could make life easier for both the developers and the folks to who do the work to figure out the 'delta' in all the new patches. It's kind of a self-documenting patch feature also.
The developers could write some build targets to automatically generate "null" mods for all the defined game spells, items, creatures, nations, spells, etc, from the original source code base at the time they build the patches. Then deliver these full-content and authoritative null mod files as part of the patch. Once setup, it's easy for the developers since they never have to do more extra work per release to detail what has changed and what is current. And it's super easy for us users, since we always have the ability to check these 'database' parts of the content directly, and nobody needs to do has extra work to create big (and error prone) null mods every time a patch is out (no string searching executables, finding new unit numbers, weapon slots, and trying to decompose *trs files, etc.) As a bonus, it becomes a great modding tutorial in itself, so you can see exactly how the modding commands correspond to the creatures, items, etc, that already exist and use them.
It would also make it easier for us to do larger scale or longer-term projects like a total conversion mod. If I start a lot of work to mod changes into 3.14, and it takes a year to finish, I want it to be easy to propagate those changes into the current 3.xx without having to research the changes in each version between .14 and .xx and manually update things.
Sill
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March 11th, 2008, 02:11 AM
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Sergeant
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Join Date: Dec 2003
Location: New York City
Posts: 340
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Thanked 3 Times in 3 Posts
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Re:
While your idea has merit, most things cannot be changed through modding, and so this couldn't happen without significant alterations to Dominions. Most likely, the effort required would be too great, and better spent actually creating content, and not just showing us what is already there.
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March 11th, 2008, 07:27 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
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Re: Vanilla Summon Costs
Quote:
Dedas said:
I think Illwinter should forget an updated manual, at least for the moment.
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I think a good in between idea would be to release the spell list part of the manual* in an editable format to some dedicated players. Then a printable version with all the changes can be made by them, keeping the good presentation, for both vanilla game as it evolves and CBM or other spell changing mods.
* The game mechanics part of the manual would stay on paper only of course to avoid to encourage piracy.
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March 11th, 2008, 08:03 AM
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Second Lieutenant
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Join Date: Mar 2004
Location: Gdansk, Poland
Posts: 420
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Thanked 15 Times in 4 Posts
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Re: Vanilla Summon Costs
I think that NOT including a proper electronic manual is silly. Piracy concerns ? Security through obscurity ?
If it was up to me, there would be either no paper manual or it would only contain general stuff not dependant on patches. I may be strange, but I think listing all summons on inconvenient to use paper pages is waste of time, money, and trees.
__________________
Those who do not understand Master Of Magic are condemned to reinvent it - badly.
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March 11th, 2008, 08:40 AM
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Corporal
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Join Date: Nov 2007
Posts: 93
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Re: Vanilla Summon Costs
Quote:
B0rsuk said:
I think that NOT including a proper electronic manual is silly. Piracy concerns ? Security through obscurity ?
If it was up to me, there would be either no paper manual or it would only contain general stuff not dependant on patches. I may be strange, but I think listing all summons on inconvenient to use paper pages is waste of time, money, and trees.
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The problem is that this game is more of a project by someone that finds it fun than it is a commercial release. That tag comes with a lot of advantages and disadvantages, one of the disadvantages seems to be that he's very touchy about piracy and he'll make the game worse to try and prevent it.
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March 11th, 2008, 08:59 AM
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Second Lieutenant
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Join Date: Feb 2007
Location: Toulouse, France
Posts: 579
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Thanked 12 Times in 6 Posts
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Re: Vanilla Summon Costs
Even though, the suggestion of letting a few dedicated players update the manual and proposing their time to make updated version of it stays good for me.
It is a lot confusing to have whole nations that are not included in the manual.
__________________
Often I must speak other than I think. That is called diplomacy.
* Stilgar
Show me a completely smooth operation and I'll show you a cover up. Real boats rock.
* Darwi Odrade
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March 11th, 2008, 09:55 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
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Thanked 73 Times in 49 Posts
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Re: Vanilla Summon Costs
You could find .pdf version of the manual on net soon after game release anyway.
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March 11th, 2008, 10:44 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Thanked 855 Times in 291 Posts
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Re: Vanilla Summon Costs
Quote:
I may be strange, but I think listing all summons on inconvenient to use paper pages is waste of time, money, and trees.
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I would just like to mention that I personally find a paper manual vastly easier and more pleasant to use than a pdf, and am very grateful for its existence.
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March 11th, 2008, 10:49 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Vanilla Summon Costs
There is no 'search' option in paper one
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March 11th, 2008, 10:51 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Vanilla Summon Costs
Quote:
llamabeast said:
I would just like to mention that I personally find a paper manual vastly easier and more pleasant to use than a pdf, and am very grateful for its existence.
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Yes! And I can bring it with me in the car when I've got to pick up the wife, 'cause I know I'll have to wait. And read it in the bath, without fear of electrocution.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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