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June 21st, 2008, 04:47 PM
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Sergeant
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Join Date: Sep 2007
Location: Rio Bravo, Mexico
Posts: 247
Thanks: 4
Thanked 1 Time in 1 Post
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Re: Two-level randoms?
How do you do the two level randoms that are not 50,51,52? There must be other combinations...
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June 21st, 2008, 05:23 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Two-level randoms?
Nope, there are only those options. As I understand it, in Dominions2 the only randoms were elemental, sorcery or all. That's a very major improvement in Dom3 to my mind.
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June 21st, 2008, 06:04 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Two-level randoms?
There's #magicskill, which allows for linked randoms via the Dom2 mechanic (50, 51 and 52), and then there's #custommagic, which allows for non-linked and less-than-100-percent randoms via the Dom3 mechanic (bytemasks for enabling paths in the random).
Johan and Kristoffer can do linked randoms via the Dom3 mechanic, but we can't duplicate it by modding.
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June 21st, 2008, 10:55 PM
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Sergeant
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Join Date: Sep 2007
Location: Rio Bravo, Mexico
Posts: 247
Thanks: 4
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Re: Two-level randoms?
Ive seen two-level randoms that only have two options (i think it was astral and earth). How was that done?
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June 22nd, 2008, 04:17 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Two-level randoms?
Quote:
Atreidi said:
Ive seen two-level randoms that only have two options (i think it was astral and earth). How was that done?
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Was it a mod? If so, I haven't played it, but if someone can do a linked random I'd be interested to know it was done.
If not, "Johan and Kristoffer can do linked randoms via the Dom3 mechanic, but we can't duplicate it by modding."
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June 22nd, 2008, 01:34 PM
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Sergeant
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Join Date: Sep 2007
Location: Rio Bravo, Mexico
Posts: 247
Thanks: 4
Thanked 1 Time in 1 Post
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Re: Two-level randoms?
No, it was no mod. I'll look for it. I think its a late age nation.
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June 22nd, 2008, 01:45 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: Two-level randoms?
As has been said, this cannot be duplicated via mod currently. #custommagic <mask> <chance> is always a single point of path. JK and KO do not suffer from this limitation when making new nations since they put things directly into the source code.
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June 22nd, 2008, 02:57 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Thanked 153 Times in 101 Posts
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Re: Two-level randoms?
This might be good time to mention that Johan (Karlsson, JK, Johan K.) and Kristoffer (Osterman, KO, Kristoffer O.) are the developers of the game, i.e. Illwinter Game Design. I don't think it has been mentioned even once in this thread.
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June 23rd, 2008, 12:23 AM
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Sergeant
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Join Date: Sep 2007
Location: Rio Bravo, Mexico
Posts: 247
Thanks: 4
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Re: Two-level randoms?
Quote:
Endoperez said:
This might be good time to mention that Johan (Karlsson, JK, Johan K.) and Kristoffer (Osterman, KO, Kristoffer O.) are the developers of the game, i.e. Illwinter Game Design. I don't think it has been mentioned even once in this thread.
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Thats mentioned in the manual.
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