.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Star & the Crescent- Save $9.00
winSPWW2- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old August 17th, 2007, 12:53 AM

Maraxus Maraxus is offline
Corporal
 
Join Date: Jun 2007
Posts: 181
Thanks: 2
Thanked 12 Times in 8 Posts
Maraxus is on a distinguished road
Default Maraxus\' Modding questions

Hi. I know the spell modding is still quite limited, but could it be possible, to create a ritual, that:
-either effects all units in the world,
-or even better, triggers an effect at the start of every battle?
Reply With Quote
  #2  
Old August 17th, 2007, 01:21 PM

Maraxus Maraxus is offline
Corporal
 
Join Date: Jun 2007
Posts: 181
Thanks: 2
Thanked 12 Times in 8 Posts
Maraxus is on a distinguished road
Default Re: Modding question (Rituals effecting units)

Uh, effect 10081 is damn interesting. I've checked some damage values that are not normally used.

Damage:
11: Every combat, every turn, every unit has a chance of being damaged. All units loose their armor in the first battle.
12: Every combat, every turn, there is a battlefield-wide fear effect.
13: First round every unit able to go berserk does so (nice!)

Edith sais: Ah, these are the 81er effects ritualised.

Edit3: Ah, I just checked "growing fury. Interesting. Me likes!
Reply With Quote
  #3  
Old August 17th, 2007, 02:13 PM
DrPraetorious's Avatar

DrPraetorious DrPraetorious is offline
Major General
 
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
DrPraetorious is on a distinguished road
Default Re: Modding question (Rituals effecting units)

Maraxus - do you mind if I incorporate those results into my spell modding guide?

Anyway, if you go to that thread, there's a list of all the enchantment codes, some of which do damage.

There is not, AFAIK, any code to generate a user-designated effect at the start of each battle. I requested such a system in the modders wishlist, but the odds of it being implemented are somewhat remote.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
Reply With Quote
  #4  
Old August 17th, 2007, 02:31 PM

Maraxus Maraxus is offline
Corporal
 
Join Date: Jun 2007
Posts: 181
Thanks: 2
Thanked 12 Times in 8 Posts
Maraxus is on a distinguished road
Default Re: Modding question (Rituals effecting units)

Well, it's just, that I found out "Hey, you can make 10081ers out of 81ers".

Spell-modding is really tough. Now, that I have found this really nice 10081+13, I'd like to aply the effect to all units, normally it's just friendly units.
I guess, the #spec command could work but I can't find out, how.
I've tired 262144, which should be "only vs hostiles" (plan would be to give it 2 effects, one for the hostiles, one for the friends to make it effect everybody) but it seams not to work.
Reply With Quote
  #5  
Old August 17th, 2007, 09:53 PM

Maraxus Maraxus is offline
Corporal
 
Join Date: Jun 2007
Posts: 181
Thanks: 2
Thanked 12 Times in 8 Posts
Maraxus is on a distinguished road
Default Re: Modding question (Rituals effecting units)

Okay, aaaand another one:

Spells have those "Secondary effects". Like a summoned commander with his guys and Vine arrow also entangling after damage.

...How does one mod this?
Reply With Quote
  #6  
Old August 17th, 2007, 11:02 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Modding question (Rituals effecting units)

You can't, it's a big limitation.

Actually you might be able to do the entangling bit.
Reply With Quote
  #7  
Old August 21st, 2007, 08:07 PM

Maraxus Maraxus is offline
Corporal
 
Join Date: Jun 2007
Posts: 181
Thanks: 2
Thanked 12 Times in 8 Posts
Maraxus is on a distinguished road
Default Next one...

The modding manual sais, you can use the numbers 67 to 79 to create new nations without overwriting existing ones.

I have now tried 67 and 68 and in both cases I seam to start from other nations:
This is, when using 67 I start as Ryleth...something.
#clearnation, #clearrec and #clearsites
fixes most of this, but the nations still has Ryleth national Pretender (at least the Amphebean one) and more problematic, Ryleth national spells.
Am I doing something wrong, or is it just, that I need to find a "blank nation" in 67-79 that has no national spells?
Reply With Quote
  #8  
Old August 21st, 2007, 09:40 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Modding question (Rituals effecting units)

Quote:
DrPraetorious said:
Maraxus - do you mind if I incorporate those results into my spell modding guide?

Where can we find the spell modding guide and other useful modding guides?
I've been working on a new nation for several months and looking to improve the final results by learning a few skills from the experts.
Thanks!
__________________
There can be only one.
Reply With Quote
  #9  
Old August 21st, 2007, 11:27 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Next one...

You should use nation slots 70-79 really, because Lanka and Eriu and Tuatha are taking up some slots now.
Reply With Quote
  #10  
Old August 22nd, 2007, 02:25 AM

Valandil Valandil is offline
Second Lieutenant
 
Join Date: Dec 2005
Location: Everywhere
Posts: 495
Thanks: 0
Thanked 13 Times in 1 Post
Valandil is on a distinguished road
Default Re: Next one...

actually, can you ritualise any effect number? Ie, could you ritualise for example howl? That could be VERY weird.
__________________
Unus vocis. Unus manus. Unus Universitas. Unus Deus. Is est meus fatum praeeo pro totus populus.
Ut est meus fortuna.

Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:25 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.