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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 April 14th, 2007, 02:24 AM

Xietor Xietor is offline
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Default Worthy hero mod II

Is it possible to make worthy hero mod so that every nation starts out with a random hero?
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Old April 14th, 2007, 04:43 AM

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Default Re: Worthy hero mod II

Not using standard modding techniques. You could do it using some kind of seperate app which worked as a .dm generator though. Like the unit maker, only for assigning random hero monster IDs to the starting scout tags of various nations. Sounds like it might be more work than it's worth.
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Old April 14th, 2007, 05:28 AM
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Default Re: Worthy hero mod II

It could probably be done with the RanDom program. You'd just need to ask the dev to add in options for changing variables of the capital, like starting troops and commanders. I don't think it would be hard to add.
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Old April 14th, 2007, 05:34 AM

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Default Re: Worthy hero mod II

Isn't RanDom for making maps? Or does it make mods?
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Old April 14th, 2007, 05:59 AM
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Default Re: Worthy hero mod II

It modifies maps, e.g. by adding a commander with spesific items/troops into a random province or a province that matches certain requirements, like terrain. It wouldn't be too far-fetched to add a requirement "this province is a capital of nation X" IMHO.
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Old April 14th, 2007, 06:55 AM

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Default Re: Worthy hero mod II

Cool. Yeah this sounds like another 'mod' that is best done via maps.

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Old April 14th, 2007, 03:31 PM
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Default Re: Worthy hero mod II

You could, however, mod nations which start with 1 or 2 unique units who have random magic paths.
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Old April 14th, 2007, 05:47 PM

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Default Re: Worthy hero mod II

I think giving new paths may be overpowered. Most nations heroes are thematic, and not that many open up new paths of magic.

Pangaea, 1 of its 4 heroes has 2 air, which is the only 1 that has a new path. But you have a 25 percent chance of getting her.
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Old April 14th, 2007, 09:12 PM
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Default Re: Worthy hero mod II

My chaotic maps did something like that. At the most extreme setting it gave every province a random commander, with random equipment, and random units assigned to it. That meant that each nation also had that in their starting province. It wouldnt be hard to do it with starting locations only if someone wanted (altho I really enjoyed having some strange surprise in each nation).

With map commands, it doesnt have to be a created hero. It can be random selection of everything including summons, uniques, and even pretenders. Or it could be semi-random coming from a list of designed heroes. It could even be random selection from a list of heroes designed for each nation if someone wanted to put that much work in.

Hmmmm can a mod assign a set unit to a nation when they start? If Ulm always started with a commander named "Und Erdog" then a prgraom could randomly rewrite the particulars of the mod changing that character and all the other starting heroes each time you ran the program.
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Old April 14th, 2007, 10:45 PM

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Default Re: Worthy hero mod II

Yep. You can define two starting commanders when you nation-mod. In order to get the same name every time you'd have to make a new namepool though.

I think this is all easier using mapping commands rather than modding.
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