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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old October 20th, 2006, 06:09 AM
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Default Monster Filing Cabinet (bestiary \"scenario\")

This is NOT a scenario for playing; it's just for exploring the range of monsters and getting their numbers.


I procrastinated sleep a bit, wrote a couple of scripts, played around with some parameters, and came up with a combination map + mod for exploring all the monsters (numbers 1-1712 appear to be valid).

The map file is a 36-province map. It's divided into two zones of 18 provinces, one for Arcosephale and one for Ermor, since there have to be at least two players and I was feeling too lazy to do a version that's a disconnected map to avoid dominion-kill effects.

Each player's provinces are named 1-100, 101-200, ..., to 1700-1800. Monster #x is a commander in the appropriate province and has the number as the name...

...with certain exceptions. Namely, certain monsters automatically unsummon themselves. Hence, the provinces "1-100" each contain a new magic site, #900. This is intended to let you see these self-unsummoning monsters via the recruiting screen. However, only the first 5 #homecom commands take effect; the others are ignored. So if there's a commander you want to see, cut-and-paste the existing numbers (all the self-unsummoners I found are listed, sorted by type, with names) ahead of all the rest, restart Dominions (the mod is re-read at that time), and reload the saved game. Or, if you don't want to use the mod, just comment out the '#knownfeature' lines (both of them) in the scenario file.

Might be helpful if you want to see what you're missing out on by not summoning Doom Horrors.
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File Type: zip 460370-FileCabinet.zip (3.46 MB, 201 views)
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Old October 20th, 2006, 06:12 AM
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Default Re: Monster Filing Cabinet (bestiary \"scenario\")

404 Error when trying to load it. =(
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Old October 20th, 2006, 06:13 AM
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Default Re: Monster Filing Cabinet (bestiary \"scenario\")

Glitch the first time. Might work now.
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Old October 20th, 2006, 06:15 AM
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Default Re: Monster Filing Cabinet (bestiary \"scenario\")

It does.
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Old October 20th, 2006, 06:18 AM
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Default Re: Monster Filing Cabinet (bestiary \"scenario\")

Oh, good.

Just put the .dm in the mods directory, the .map and .rgb file in the maps directory, enable the mod (uses site #900 -- just for letting you recruit up to 5 self-unsummoning monsters as commanders) or disable the #knownfeatures...

By the way, you really don't want to run into Kurgi, Slave to Unreason.
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Old October 20th, 2006, 06:21 AM
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Default Re: Monster Filing Cabinet (bestiary \"scenario\")

LOL, I wub the Golden Naga description. :3
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Old October 20th, 2006, 06:50 AM
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Default Re: Monster Filing Cabinet (bestiary \"scenario\")

And those new Doom Horrors are...well...uhhh...AHHHHHHH!
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Old October 20th, 2006, 09:45 AM
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Default Re: Monster Filing Cabinet (bestiary \"scenario\")

I should redo the All-Units game. Its pretty easy to do with linux. Just createa really tiny map, and run thru a numbering sequence adding each unit as a commander to Arcos. Usually naming the commander with the number also
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Old October 20th, 2006, 09:48 AM
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Default Re: Monster Filing Cabinet (bestiary \"scenario\")

I'd apreciate that. it would be less confusing than the bestiary scen
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Old October 20th, 2006, 10:20 AM
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Default Re: Monster Filing Cabinet (bestiary \"scenario\")

Quote:
Gandalf Parker said:
I should redo the All-Units game. Its pretty easy to do with linux. Just createa really tiny map, and run thru a numbering sequence adding each unit as a commander to Arcos. Usually naming the commander with the number also
Re-do? What's wrong with the version I've been using?
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