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  #11  
Old September 1st, 2008, 07:49 AM
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Default Re: Mod & Map Manual Feedback

Quote:
Originally Posted by Amos View Post

Edratman, I use the mod manual to copy/paste commands. That way I eliminate spelling errors. Which means I use the manual a lot.
Nice idea. I'm going to start doing it your way.

Thanks
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  #12  
Old September 2nd, 2008, 11:23 AM
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Default Re: Mod & Map Manual Feedback

My humble suggestion:

Start a wiki using your updated manuals as a basis. searchable, collaborative, and it would accrue lessons learned and relevant commentary as the forum continues. We modders are a helpful and cooperative lot after all.

Maybe Schrap would host????
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  #13  
Old September 2nd, 2008, 11:25 AM
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Default Re: Mod & Map Manual Feedback

sorry to reply to my own post... but then we could even support "code examples" right in-text, like php.net and other code sites do!
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  #14  
Old September 2nd, 2008, 04:41 PM
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Default Re: Mod & Map Manual Feedback

There's nothing to stop anyone from starting a Dom3 modding & mapmaking wiki so that example stuff could be added. A supplementary wiki or other document with examples from experienced modders would be a useful addition.

If you want to include stuff from the new modding or mapmaking manuals, ask Shrapnel for permission first. Using it as a basis for a wiki is not a decision I am allowed to make anymore since it has been made the official document. I also explicitly deny permission to use the UORMM as a basis unless permission is obtained from Shrapnel, since the UORMM was made into the current official manual and thus the same considerations apply.

Also, there is no way in hell I'm going to start working on any sort of wiki at all. I find them counterintuitive and a pain in the *** to use and managing one would be just like moderating another forum, thanks very much. Already have the Dom3 community here and stardestroyer.net where I'm a mod, so I'll pass.

Much easier for me to make an alphabetically organized unofficial mod manual for Amos and others like him, since it's the monster stuff that is by far the biggest section. Not going to touch the other sections and their organization.
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  #15  
Old September 2nd, 2008, 05:12 PM
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Default Re: Mod & Map Manual Feedback

Tnx Edi.
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  #16  
Old September 3rd, 2008, 12:25 PM
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Default Re: Mod & Map Manual Feedback

Maybe you could include in the next edition, in the section about magic site modding that there is limit of five entries among #gems,#monster,#gold,#res.
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  #17  
Old September 3rd, 2008, 05:09 PM
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Default Re: Mod & Map Manual Feedback

I'll do that. Quite an oversight on my part, actually, forgetting that bit. Thanks for the reminder.
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  #18  
Old September 5th, 2008, 05:45 PM

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Default Re: Mod & Map Manual Feedback

Someone has lead me to believe that there is a command to set the design points cost of a pretender god, but I can't find it anywhere in the manual. Does it exist, or is someone just misremembering things? I'd really like to know how to do that.
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  #19  
Old September 6th, 2008, 05:27 AM
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Default Re: Mod & Map Manual Feedback

It is #gcost.
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  #20  
Old September 6th, 2008, 08:32 AM
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Default Re: Mod & Map Manual Feedback

Yep, #gcost is the correct command. It also says that in the #gcost command entry and always has, even in the old manual. Almost all text in the new version is copy-paste of the old and rearranged, though there are additions in many places.
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