View Full Version : RFC: placeholder dummy template MOD please
Gandalf Parker
November 14th, 2006, 07:04 PM
Request For Comments:
As per other conversations, IF it is possible to get some needed changes to midgame by editing a mod, then we could probably use a dummy template one.
We could recommend that ALL games, MP or Solo, start with this mod in place. It would allow for mid-game fixes (altho if its true that this can be done then Im worried about host cheating).
PLEASE I would rather it was minimum blank. Or maybe commented out and giving some basic templates. There is NO "fix" mod Ive seen yet that I would recommend everyone to use. At most, I might consider it a good idea to add some basic names and features to the modders nations slots so they can be added to games.
Discussion?
Uh-Nu-Buh
November 14th, 2006, 09:25 PM
This is a really good idea. I was thinking about it a few days ago. I've done a bunch of mods, and it would really help out. You could have an item, monster, commander, each with all attribs included but remarked out. Etc. etc. I'd do it, but I am working waaaaaaay too much right now, with no end in sight....
DrPraetorious
November 14th, 2006, 11:41 PM
There are any number of ways for the host to cheat if the host is so inclined - altering mods mid-game, while I'm sure it's possible, probably causes havoc if the clients don't have the same mods (tactical combat replays won't match, I'd think.)
Anyway, here's a mod with just-a-banner (it's solid white,) and a bunch of blank selects. None of them change anything as far as I can tell, but you can blank (or comment out) the mod entirely with a global replace for # to -.
Amos
November 14th, 2006, 11:49 PM
tactical combat replays won't match, I'd think.
I changed monster attributes in mods mid game and the tactical combat adjusted to all the changes seamlessly. Never tried removing a monster though.
DrPraetorious
November 15th, 2006, 12:45 AM
Sure, but what about the players, who have a different version of the same mod? I think their tactical combat would display the stats from their version, not from yours - I'm not sure, though.
Gandalf Parker
November 15th, 2006, 12:09 PM
The pros and cons of this do need some experimentation. We should figure out what kinds of things do and dont trasfer transparently as part of the turn file.
Im also curious about mods which affect the fatherland file. If I do a mod which renames or re-flags nations, then how much requires that the players have to have the same mod.
Uh-Nu-Buh
November 15th, 2006, 10:08 PM
I totally misread Gandalf's post. My reply was waaaay off topic. Sorry.
Gandalf Parker
November 15th, 2006, 10:18 PM
I did some tests before DrPraetorious provided a mod. Apparently the minimum mod is...
#modname "filler"
#icon ""
And if you add
-M filler.dm
to the end of the path on your Dominions3 icon then every time you load up Dom3 it will have that mod turned on
Endoperez
November 16th, 2006, 05:30 AM
Icon isn't needed.
I've had this test spell for quite some time:
#modname "Test"
#selectspell "Wish"
#researchlevel 0
#pathlevel 0 1
#fatiguecost 100
#end
That works. I think that means that a textfile with
#modname "Empty"
would be enough.
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