View Full Version : helpful files
Gandalf Parker
October 5th, 2006, 11:01 PM
There are some helpful files at
www.dom3minions.com/docs (http://www.dom3minions.com/docs)
The nations.txt is going to be handy to mappers if they want to assign AIs to a map. Also it gives the numeric references to the nation slots for the modders.
The command line switches are of course needed by anyone planning to do alot of serving of games. It might also be of interest to anyone who knows how to add those to their icon and save alot of changing settings all the time. Like maybe always having renaming on, or the Hall set to 15.
The fortresses list might be handy altho it might need updating.
Endoperez
October 6th, 2006, 03:34 AM
The icon settings Gandalf mentioned include commands for setting the resolution of windowed mode. Someone requested this; here you have it.
It is also possible to set server and port on the icon, and thus have icons for different multiplayer games.
DominionsFan
October 6th, 2006, 07:08 AM
Thanks Gandalf. http://forum.shrapnelgames.com/images/smilies/cool.gif
Nerfix
October 6th, 2006, 07:56 AM
The "nations" one is interesting....
"13 Tir na n'Og xxx
14 Fomoria xxx "
O_O LOL, Tir na n'Og.
"24 Special Monsters
25 Special Monsters "
OH NOES THE MONSTERS ARE COMING! D:
"20 Gath xxx "
And what is this Gath thing?
And this propably calls an update the Downloads section of dom3minions.
Ballbarian
October 6th, 2006, 08:23 AM
Thank you Gandalf. These will come in handy. http://forum.shrapnelgames.com/images/smilies/happy.gif
FrankTrollman
October 6th, 2006, 12:10 PM
Are weapon numbers gone for Dominions 3? The weapon list is just a bunch of names, should I assume that a trident is "weapon #3" and snake hair is "weapon #37"? If so, could we possibly have numbers added to that file, I'm not sure I counted right.
I'd add the numbrs myself, but I'm as-yet unsure whether that's the specific order and whether it has to be "03" or if it will accept just plain 3.
-Frank
PDF
October 6th, 2006, 12:29 PM
Nerfix said:
The "nations" one is interesting....
"13 Tir na n'Og xxx
14 Fomoria xxx "
O_O LOL, Tir na n'Og.
"24 Special Monsters
25 Special Monsters "
OH NOES THE MONSTERS ARE COMING! D:
"20 Gath xxx "
And what is this Gath thing?
And this propably calls an update the Downloads section of dom3minions.
The manual says somewhere that a Tuatha-like early Man called Tir Na Nog should be added in a future patch http://forum.shrapnelgames.com/images/smilies/wink.gif
Nerfix
October 6th, 2006, 12:33 PM
Tir Na Nog? I can only think of the Mystic Knights of Tirnanog which I watched a kid... Do they get a bunch of strangely futuristic looking knights who can shoot magic energy from their weapons as heroes? http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif
Gandalf Parker
October 6th, 2006, 12:58 PM
FrankTrollman said:
Are weapon numbers gone for Dominions 3? The weapon list is just a bunch of names, should I assume that a trident is "weapon #3" and snake hair is "weapon #37"? If so, could we possibly have numbers added to that file, I'm not sure I counted right.
I'd add the numbrs myself, but I'm as-yet unsure whether that's the specific order and whether it has to be "03" or if it will accept just plain 3.
-Frank
Feel free to test it.
The thing is that I can strip the text out of the game. So I find the list of nations and I pull it out. I test it and find that if I start a 0 (I had forgotten that programmers often start their numbering at zero) and number it straight thru that the numbers that it does match up when I test the commands. Finding out that the indepts had a nation number thru me for abit also.
The same with the other lists. I pulled the list straight out of the code so Im guessing that it will match a numbered series. I can easily number it if someone wanted (its just a couple of commands in linux) but I couldnt gaurantee it was right until someone tested it.
FrankTrollman
October 6th, 2006, 12:58 PM
In dominions 2 the spell effects were possible to add to created weapon attacks via the number that represented each spell attack. I'd like to know if it's possible to generate a Charm or Curse effect on striking in Dominions 3.
Any way to get those numbers short of trial and error?
-Frank
Gandalf Parker
October 6th, 2006, 02:11 PM
Did you check that effects file? I found it in the code but I wasnt sure what it was. I figured someone might want it.
FrankTrollman
October 6th, 2006, 02:27 PM
Gandalf Parker said:
Did you check that effects file? I found it in the code but I wasnt sure what it was. I figured someone might want it.
I'm pretty sure that's the list of graphical effects. So that when you make a new weapon or spell it can have an appropriate graphical representation. For example, when the Nimian Grenadiers get their alchemical bombs in the middle age, they could make use of the "explding acid" sprites for those weapon impacts.
But it doesn't get me any closer to the sword of conversion for the archon faction (a magic sword with an after effect of a save or charm). It's hard o takethe archons seriously until their powerful priest lords can convert you "by the sword".
-Frank
Tortanick
October 14th, 2006, 12:50 PM
Nerfix said:
Tir Na Nog? I can only think of the Mystic Knights of Tirnanog which I watched a kid... Do they get a bunch of strangely futuristic looking knights who can shoot magic energy from their weapons as heroes? http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif
Hey I watched that too! http://forum.shrapnelgames.com/images/smilies/laugh.gif
Someone should really make a power rangers knock off thats secretly a well written adult (as in sensible plot, deep charchters not XXX) drama
Amos
October 14th, 2006, 12:56 PM
Many of the numbers are the same as they where in Dom 2. Some were changed though. Use the old numbers or if it doesnt work use the names.
Tortanick
October 14th, 2006, 01:00 PM
What about when the weapon name has a duplicate?
Isn't there some hotkey that lets you see a unit or weapon's number from inside the game?
Endoperez
October 14th, 2006, 01:30 PM
Shift+i, or 'I'.
FrankTrollman
October 14th, 2006, 01:44 PM
But you have to actually have an appropriate unit selected. For some of the more obscure items, that's difficult.
-Frank
Tortanick
October 14th, 2006, 02:37 PM
Well for modding purposes I wanted to exampine a seraphine. It wasn't too hard to get 2 players on a 400 province map. Got conjoration up to level 9 in 3 years.
Heroes would be the hardest. And remember to make sure you're pretender can cast the correct spell http://forum.shrapnelgames.com/images/smilies/wink.gif
Thanks Endoperez
Gandalf Parker
October 14th, 2006, 05:11 PM
You can use a map command and assign units to you so that you start the game with them.
Frostmourne27
October 14th, 2006, 05:21 PM
Hmmm... must refresh updated thread list more often. Too many redundant replies is baaad.
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