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April 15th, 2007, 06:14 AM
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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: Worthy hero mod II
Gandalf - there are commands for changing the starting commander and the starting scout. Scout could be rather easily replaced, and while starting with a scout is good, getting something unique instead would still be a bonus.
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April 15th, 2007, 11:39 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Worthy hero mod II
Another starting commander cant be added? That would be best.
What Im picturing is something like a "surprise heroes" mod for solo play, and a program that someone can click on which rewrites the mod with new surprise heroes. Rather like my chaotic maps being redone each day.
__________________
-- 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!)
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April 15th, 2007, 12:13 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Worthy hero mod II
You can't add another commander with a .dm file, no. Just startcommander and the bonus 'scout'. But overwriting the scout wouldn't be a big deal - for most of the nations it really is some cruddy scout.
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April 15th, 2007, 02:44 PM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
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Re: Worthy hero mod II
Jack has an online randomizer I use pretty frequently, although he hasn't worked on it for awhile.
I requested a feature to randomize starting provinces (random commander, random units, occasionally random items) and since we both liked to play that way he put it in. It works moderately well, although I think its tied into start/specstart commands so it depends on the .map file. Probably wouldn't be too difficult to modify it to be a bit more thematic or use a smaller unit ID pool.
Pretty cool, sometimes you start with a random myrmiddion with 10 chaff and sometimes (once) with a lord of hell and 10 succubi troops (no abilities). The AI gets the same benefit, although I'll usually restart till I get something good and have no idea what they get Unfortunately never played the lord of hell one, terrible position.
I think its at http://dominions.realites.org/
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April 19th, 2007, 03:43 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 483
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Re: Worthy hero mod II
Heh and here I come into this thread thinking someone wants to continue my mod .
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April 19th, 2007, 06:48 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Worthy hero mod II
The other randomizer is Semi_Rand by Ballbarian. Its one that you can download to your machine, and create additional files for.
I might eventually incorporate it into downloadable maps off my server. But his windows version will need abit of work to run on linux.
__________________
-- 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!)
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