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August 31st, 2008, 04:15 PM
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Lieutenant General
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modding events?
As far as I knew we couldn't mod events. yet in the feedback on Dominions 3000 I was told this:
Quote:
A celebrant of the faith has appeared preaching justice and bringing with him no less that 49 Oni Dragons. Needless to say my victory is now assured. ;-)
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now you all might not know oni dragons.. but as you might expect they are high level summons with a lot of HP and attacks.. so things like this are not meant to be.
The Oni-dragon unit number is 2765 and doesn't copystat any troop. I have no idea how they could end up with that celebrant of the faith (as opposed to his usual militia or flagellants)
Can anyone help me on this one?
__________________
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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August 31st, 2008, 09:29 PM
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Shrapnel Fanatic
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Re: modding events?
As far as I know we cannot change the events without directly editing the dom3.exe itself.
However with some creative modding it might be possible to create new events.
__________________
-- 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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September 1st, 2008, 04:53 AM
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Lieutenant General
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Join Date: Sep 2007
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Re: modding events?
any idea's how this came to be though? 2765 isn't the usual militia number.. so no idea how they could turn up there..
__________________
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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September 1st, 2008, 11:47 AM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: modding events?
That was fun
No idea why it happened though.
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September 1st, 2008, 11:52 AM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: modding events?
BTW, Edi, you could probably put event modding up on the modwish shortlist. Not sure how hard it would be, but it doesn't hurt to have it in the shortlist.
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September 1st, 2008, 12:58 PM
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National Security Advisor
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Re: modding events?
Will do.
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September 13th, 2008, 09:42 PM
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General
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Join Date: Jun 2003
Location: az
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Re: modding events?
Quote:
Originally Posted by Kristoffer O
BTW, Edi, you could probably put event modding up on the modwish shortlist. Not sure how hard it would be, but it doesn't hurt to have it in the shortlist.
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Being able to modify existing events and add new ones would be wonderful!
Being able to modify existing mercenary costs/content and add new ones would also be wonderful!
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September 14th, 2008, 12:54 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
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Re: modding events?
If I place a unit on a map, and its stealth, will it be hidden?
If I mod a number of non-moving units to max stealth and scatter them all over the map then they could act as pre-placed locations for events.
Then I could use a filler.dm with those defined units at the start of the game with a program which would modify it when certain things occured. Checking the game.log for certain events, number of turns, or just random. Then the program would rewrite the filler.dm changing one of the marker units into an event such as an invasion.
Another thought for getting mid-game messages.
Mod an obelisk unit and place it in each capital. The program could change the description of the unit to provide new runes to read. It could also change the image from a grey stone to one with a blue aura or something like that so that the person knows that a magical change has occured and to examine the stone again for a new message.
Just thoughts..
Gandalf Parker
__________________
-- 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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September 14th, 2008, 06:45 AM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
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Re: modding events?
Quote:
Originally Posted by Gandalf Parker
If I place a unit on a map, and its stealth, will it be hidden?
Just thoughts..
Gandalf Parker
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I've done this, unintentionally of course, with many map mods. Unless you define ownership of the province, the units are independents and just sit in the province awaiting an invasion by a player.
Stealthy units always defend a province.
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September 14th, 2008, 11:36 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Thanked 479 Times in 326 Posts
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Re: modding events?
Thats too bad. I guess I will add that to the Map Wishlist. Commands to set actions such as #hide when you place a unit.
__________________
-- 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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