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  #1  
Old January 1st, 2009, 03:07 PM

Aezeal Aezeal is offline
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Default Re: Monster SCENARIO Project

hmmm I don't know about how start sites work actually so you might be right.. in that case your suggestion will probably work it seems like any change in a .dm file. But original owner.. won't that count the owner of the site (the number) from the start of the game?

You could even change the site name: first like "high crystal palace of the elements" (a site you would want) and then "dark ruin with astral gate to the netherworld" (obviously there needs to be some more thoughts about those names but you get the idea)

We could just try it.. annoying thing is that trying changes in mods is not easy for me since when I leave the game and start again I OFTEN have the game lock at the start of my turn (when restarted) which only resolves after restarting the comp.. which is quite annoying. (and one of the reasons I'm testing my own mods less than I should)

It still won't do anything for SP though it's more a MP sort of move anyway I guess..
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  #2  
Old January 1st, 2009, 03:27 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Monster SCENARIO Project

MP is fine if its something I might add to my server games to make them more interesting
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Last edited by Gandalf Parker; January 1st, 2009 at 03:40 PM..
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  #3  
Old January 1st, 2009, 04:04 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Monster SCENARIO Project

Ahhh so its only the homecom and homemon that is specific to the original owner. That could be a problem.

Altho I think Azael might have wanted it unobvious about where his home-to-be for his invading nation was located. So homemon and homecom might not work well. Anyone can see those if they captured the site.

Oh well, back to wondering if midgame modding can make a difference. IF midgame mod adding a unit to a specially created site will work (which seems like a fair chance that it will) then we wouldnt need to worry as much about homecom and homemon. We could use regular mon and com.
Hmmmm other than a problem if it gets captured by someone else then.

Last edited by Gandalf Parker; January 1st, 2009 at 04:07 PM..
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  #4  
Old January 1st, 2009, 04:17 PM

rdonj rdonj is offline
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Default Re: Monster SCENARIO Project

You could put it there and it not do anything special until you reach whatever point you want. Say, give 1 gem income. Then later mod it to do what you actually want it to.
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  #5  
Old January 1st, 2009, 04:23 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Monster SCENARIO Project

semi-SUCCESSFUL TEST

I created a site named stub that gave gems and added it to my watcher nation (which is what Im testing the heck out of at the moment). I took it one turn then quit.

Then I changed the mod to change the name of the site to Stubby and add a recruitable unit. On re-entering the game it was now named Stubby and gave gems and the recruitable unit.

I call it semi-successful because at this point it has been test-proven for solo games and not for mp games

Last edited by Gandalf Parker; January 1st, 2009 at 04:25 PM..
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  #6  
Old January 1st, 2009, 04:36 PM

Aezeal Aezeal is offline
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Default Re: Monster SCENARIO Project

nah that should work..

try it on a indie province though.. place it in a indie occupied province from start of game, they conquer it and 1-2 turns later change site and see if you can recruit. (and make the site nation specific)
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  #7  
Old January 1st, 2009, 04:47 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Monster SCENARIO Project

WOW
I created a new unit to try out the thing about summon&die (havent gotten to that part yet) but just to see if I created a unit correctly I added it to the startsite and re-entered the game. It worked.

No no, the neat part is that IT WORKED! I didnt start a new game. I reentered the old one. This units ID number, and everything about the unit had not existed when I started the game. Its a mid-game change inventing an entirely new unit and adding it to the game. This is going to be fun to add to my SemiRandom AI-nation project
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  #8  
Old January 1st, 2009, 04:53 PM

Aezeal Aezeal is offline
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Default Re: Monster SCENARIO Project

I'm not surprised really I've added units etc dozens of times during a game I usually just start a game and continue it when I have made changes to a mod.. usually works (and with usually I mean I can't remember it not working, except sometimes the mod doesn't seem to have updated but then it will later, new sprites work too.)

I still wonder about changing a magic site in an indie province (on start of game at least) which was not your capitol into a capitol site (nation specific) since I never tried that.
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #9  
Old January 1st, 2009, 05:06 PM

Aezeal Aezeal is offline
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Default Re: Monster SCENARIO Project

yeah you are a bit prickly these days ich.. I wasn't even allowed to talk about vampires in dom 3K in a vampires thread , and I even ended that post with saying I couldn't use it so it was ended there anyway.. not like those 2 lines made much difference, my real message was above that.

Anyway Ich since I read just now you are the creator of the spell guide I was wondering if you knew the answer to a question I put up somewhere on this forum about remote summons and getting commanders when summoning troops and vice versa.. can that be stopped?
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #10  
Old January 1st, 2009, 06:44 PM
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lch lch is offline
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Default Re: Monster SCENARIO Project

Quote:
Originally Posted by Aezeal View Post
Anyway Ich since I read just now you are the creator of the spell guide I was wondering if you knew the answer to a question I put up somewhere on this forum about remote summons and getting commanders when summoning troops and vice versa.. can that be stopped?
I am not the author of the Spell Guide, DrPraetorius is. I just had a look at the data that he prepared and compared it against the other data tables that I already identified, since the design is pretty similar. I should get back to DrP about that at some time.

As I said before, if you want a question answered then either ask the whole question again in full, or give me a link to where that question is. I don't know what you're referring to and I can't read minds, yet.
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