View Full Version : Some questions [Modding related]
DominionsFan
April 3rd, 2006, 06:10 PM
I am planning to make a serious mod for Dominions 3, so I have a couple of questions, because I would like to start to work on it already. I want to start to make the unit graphics. Ok here we go. http://forum.shrapnelgames.com/images/smilies/happy.gif
1. What is the minimum and maximum size for 1 unit's graphics tile? [Example 96x96 pixels etc.]
2. What is the transparency color?
3. Can we add new spells for the various nations? I would like to add new nation specific summons for my mod. This would be very important for me design wise. http://forum.shrapnelgames.com/images/smilies/happy.gif
4. Can we add new buildings? [Example: Blacksmith, which will allow the player to recruit certain types of troops.]
Ok this is all so far... http://forum.shrapnelgames.com/images/smilies/cool.gif
Saber Cherry
April 3rd, 2006, 06:50 PM
1. Double Dominions 2, which I think makes it 64x64 pixels.
2. Magenta (R255, B255)
3. I hope so http://forum.shrapnelgames.com/images/smilies/happy.gif
4. Would be nice, but I doubt it.
DominionsFan
April 3rd, 2006, 07:03 PM
Oh and I forgot 1 more!
5. What is the maximum color depth what is allowed for the unit's graphics? [Example: 16bit]
Saber Cherry
April 3rd, 2006, 07:45 PM
They must be TGA files with 8 bits per channel. You do have this thing (http://www.shrapnelgames.com/downloads/The%20Dominions%20II%20Mod%20Manual.pdf), right?
NTJedi
April 3rd, 2006, 08:09 PM
DominionsFAN said:
3. Can we add new spells for the various nations? I would like to add new nation specific summons for my mod. This would be very important for me design wise. http://forum.shrapnelgames.com/images/smilies/happy.gif
4. Can we add new buildings? [Example: Blacksmith, which will allow the player to recruit certain types of troops.]
Now this would be sweet... I did advise new buildings in the wishlist perhaps we'll see this new feature. I also like the idea of adding new spells or items without having to remove existing ones.
Blacksmith - recruit new types of units or upgrading existing ones
Shipyard - commander enters and 2 turns later receives item for transporting units across water.
===============
===============
makes me wonder if siege weapons have also been added... doubtful, but it would be a nice option. Perhaps the modding capabilities will make it possible.
DominionsFan
April 3rd, 2006, 08:28 PM
Saber Cherry said:
They must be TGA files with 8 bits per channel. You do have this thing (http://www.shrapnelgames.com/downloads/The%20Dominions%20II%20Mod%20Manual.pdf), right?
This means that the unit's graphics will only contain 256 colors maximum? http://forum.shrapnelgames.com/images/smilies/frown.gif
Saber Cherry
April 3rd, 2006, 11:29 PM
256 colors per channel means 16M colors, as there are 3 channels.
DominionsFan
April 4th, 2006, 10:44 AM
Saber Cherry said:
256 colors per channel means 16M colors, as there are 3 channels.
Oh awesome!!!
Kristoffer, can you answer to the other questions? [spells and buildings for example] http://forum.shrapnelgames.com/images/smilies/cool.gif
DominionsFan
April 5th, 2006, 09:21 AM
Kristoffer? Hello? http://forum.shrapnelgames.com/images/smilies/confused.gif
Argitoth
April 5th, 2006, 03:00 PM
DominionsFAN said:
Kristoffer? Hello? http://forum.shrapnelgames.com/images/smilies/confused.gif
...use your prophet to "Call God", duh. http://forum.shrapnelgames.com/images/smilies/laugh.gif
Endoperez
April 5th, 2006, 03:38 PM
About minimum/maximum tga size, that depends. The tga must be one of certain sizes, 32x32, 64x64 etc., but the units can be of very different sizes. You can mod in both humans and dragons, after all.
You'd need the official answer to make the optimal graphics, but if you do them so that they work with Dominions II they'll probably be easiest to import without any insider-info.
DominionsFan
April 11th, 2006, 08:19 AM
Well still no answer from the devs, no idea why http://forum.shrapnelgames.com/images/smilies/frown.gif, but I have yet another question...this time somewhat AI related
6. Can we add some "command" for the AI to priorize specific path in research/spellcasting? Example someone gonna add a new nation the dwarves with mainly construction type spells/summons, and it would be good if the AI could mainly focus on the construction tree research/spellcasting. Hope I can get some answers...anyways I already began to work on the unit gfx, I will just resize them when I can get a proper answer from the devs. http://forum.shrapnelgames.com/images/smilies/smile.gif
Kristoffer O
April 15th, 2006, 06:28 AM
> 6. Can we add some "command" for the AI to priorize specific path in research/spellcasting? Example someone gonna add a new nation the dwarves with mainly construction type spells/summons, and it would be good if the AI could mainly focus on the construction tree research/spellcasting. Hope I can get some answers...anyways I already began to work on the unit gfx, I will just resize them when I can get a proper answer from the devs.
I dont think it is possible atm. I'll aks JK if it is possible to add it without too much trouble. There are some modding commands that reflect the magic availability of the nation.
#firenation and other commands will make the AI focus somewhat on this type of magic. Not sure how it works out in practice though. I haven't tried it.
Nerfix
April 15th, 2006, 09:07 AM
How exactly does the #firenation etc. work? Are there also school-specific stuff like #enchamentnation?
DominionsFan
April 17th, 2006, 06:20 AM
Hey Kris! Thanks for the answer! I know the answer to 1. 2., can you give us some hint about questions 3. and 4, or perhaps JK can answer as well..
Kristoffer O
April 17th, 2006, 02:33 PM
4. Nope. Not at the moment.
3. Not at the moment.
Hmm, sorry there. Only #bloodnation is implemented. It makes the AI research and use bloodmagic. Unless this tag is on the nation will not use blood.
Nerfix
April 17th, 2006, 03:08 PM
Intresting, though giving a possibility to slant the AI research into some direction could be helpful.
NTJedi
April 17th, 2006, 04:05 PM
Kristoffer O said:
Hmm, sorry there. Only #bloodnation is implemented. It makes the AI research and use bloodmagic. Unless this tag is on the nation will not use blood.
What I found helpful in making the AI more challenging is giving a few starting blood spells, immobile blood mages and blood magic sites(w/ blood income) to AI kingdoms which normally don't research blood. As a result these kingdoms will use those blood mages to cast the blood spells.
DominionsFan
April 17th, 2006, 05:56 PM
Thanks Kris. http://forum.shrapnelgames.com/images/smilies/cool.gif
DominionsFan
April 18th, 2006, 07:29 AM
Hm I was just thinking a bit...I think my modding plans are somewhat ruined atm. Basically we will be able to mod the things what we can in Doms 2. + I guess some other things as well, since modding will be more powerful in Doms 3. However, we wont be able to make more "serious" mods still. Example, if we wont be able to add nation specific summoning spells or even normal summoning spells, the modded nations wont be "unique". Regural troop modding is not enough sadly.
Kris, it would be hard to add this feature for the modders? I mean to allow us to add new summoning spells? I dont know anything about scripting really, but it looks like not so complicated to add it. Example:
#addspell "Summon Treant" -> elvish nation specific unit
#school 0
#researchlevel 5
#path 0 6
#pathlevel 0 4
#fatiguecost 450
#summonunit *xxxxx*
#summonamount 1 5 -> Randomly summons 1-5 units
Can this be done? I mean to add simple commands like summonunit or summonamount to give the modders the chance to add summoning spells? It would be so awesome... http://forum.shrapnelgames.com/images/smilies/cool.gif
NTJedi
April 18th, 2006, 03:55 PM
DominionsFAN... your idea may still work, but most likely you'll have to mod a theme which has nation spells already and then change those.
Ideally I would like to see blank spell slots and blank item slots where new stuff can be placed into the game. And even one step further a blank nation slot thus preventing the sacrifice of an existing one.
DominionsFan
April 18th, 2006, 05:39 PM
NTJedi - I dont know too much about Doms 2. modding. You say, that you can do the following? -> example:
There is a nation specific summon spell in Dominions 3. That spell summons unit X. I can change that existing spell so the spell will summon unit Y? If yes, then Im very happy. http://forum.shrapnelgames.com/images/smilies/happy.gif
NTJedi
April 18th, 2006, 06:14 PM
DominionsFAN said:
NTJedi - I dont know too much about Doms 2. modding. You say, that you can do the following? -> example:
There is a nation specific summon spell in Dominions 3. That spell summons unit X. I can change that existing spell so the spell will summon unit Y? If yes, then Im very happy. http://forum.shrapnelgames.com/images/smilies/happy.gif
Yes that should definitely be possible with Dominions_3.
DominionsFan
April 18th, 2006, 06:56 PM
wow fantastic! http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/cool.gif
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