PDA

View Full Version : Monster Filing Cabinet (bestiary "scenario")


Taqwus
October 20th, 2006, 06:09 AM
This is NOT a scenario for playing; it's just for exploring the range of monsters and getting their numbers.


I procrastinated sleep a bit, wrote a couple of scripts, played around with some parameters, and came up with a combination map + mod for exploring all the monsters (numbers 1-1712 appear to be valid).

The map file is a 36-province map. It's divided into two zones of 18 provinces, one for Arcosephale and one for Ermor, since there have to be at least two players and I was feeling too lazy to do a version that's a disconnected map to avoid dominion-kill effects.

Each player's provinces are named 1-100, 101-200, ..., to 1700-1800. Monster #x is a commander in the appropriate province and has the number as the name...

...with certain exceptions. Namely, certain monsters automatically unsummon themselves. Hence, the provinces "1-100" each contain a new magic site, #900. This is intended to let you see these self-unsummoning monsters via the recruiting screen. However, only the first 5 #homecom commands take effect; the others are ignored. So if there's a commander you want to see, cut-and-paste the existing numbers (all the self-unsummoners I found are listed, sorted by type, with names) ahead of all the rest, restart Dominions (the mod is re-read at that time), and reload the saved game. Or, if you don't want to use the mod, just comment out the '#knownfeature' lines (both of them) in the scenario file.

Might be helpful if you want to see what you're missing out on by not summoning Doom Horrors. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Nerfix
October 20th, 2006, 06:12 AM
404 Error when trying to load it. =(

Taqwus
October 20th, 2006, 06:13 AM
Glitch the first time. Might work now.

Nerfix
October 20th, 2006, 06:15 AM
It does. http://forum.shrapnelgames.com/images/smilies/happy.gif

Taqwus
October 20th, 2006, 06:18 AM
Oh, good.

Just put the .dm in the mods directory, the .map and .rgb file in the maps directory, enable the mod (uses site #900 -- just for letting you recruit up to 5 self-unsummoning monsters as commanders) or disable the #knownfeatures...

By the way, you really don't want to run into Kurgi, Slave to Unreason.

Nerfix
October 20th, 2006, 06:21 AM
LOL, I wub the Golden Naga description. :3

Nerfix
October 20th, 2006, 06:50 AM
And those new Doom Horrors are...well...uhhh...AHHHHHHH!

Gandalf Parker
October 20th, 2006, 09:45 AM
I should redo the All-Units game. Its pretty easy to do with linux. Just createa really tiny map, and run thru a numbering sequence adding each unit as a commander to Arcos. Usually naming the commander with the number also

Nerfix
October 20th, 2006, 09:48 AM
I'd apreciate that. it would be less confusing than the bestiary scen

Endoperez
October 20th, 2006, 10:20 AM
Gandalf Parker said:
I should redo the All-Units game. Its pretty easy to do with linux. Just createa really tiny map, and run thru a numbering sequence adding each unit as a commander to Arcos. Usually naming the commander with the number also



Re-do? What's wrong with the version I've been using?

Gandalf Parker
October 20th, 2006, 12:54 PM
The dom3 one? I thught there was a crash bug in it?
If not then I will make that one available altho I should check the high-end number to make sure that its capped off properly

Endoperez
October 20th, 2006, 01:59 PM
Gandalf Parker said:
The dom3 one? I thught there was a crash bug in it?
If not then I will make that one available altho I should check the high-end number to make sure that its capped off properly



It will crash, unless a mod is enabled that has a mod number high enough. I had my Anansi mod on, so all the non-existant units were Centurions or something.

Taqwus
October 20th, 2006, 03:26 PM
Should also be easy to write a map that contains a horde of basic commanders w/ human slots, F1A1W1E1S1D1N1B1H1 to detect boosting effects, and no gear other than a particular item. Just need to figure out how many items there are.