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Gandalf Parker
May 21st, 2011, 03:10 PM
OK 2 more crash fixes have been added to the progress page.
http://ulm.illwinter.com/dom3/dom3progress.html

And NO we have no date for actually receiving another patch.

By the way that is not the complete patch list.
But that is here if you are curious.
http://download.shrapnelgames.com/downloads/DOM3_Patch_History.pdf

WraithLord
May 23rd, 2011, 08:40 AM
GP these fixes are dated to 11th January 2011.
The complete list is cool. Would have been nice to see new items since last January.

Gandalf Parker
May 23rd, 2011, 08:53 AM
There are two lists. The Patch list only lists the items which have been released in patches.

The Progress page lists everything. Including the items since the last patch.


21st May 2011
* Jack sound support in Linux.
* 2 x Crash during turn generation fixed.
* Fixed bug where AI would cast vengeance of the dead on empty provinces.

11th January 2011
* Version 3.26
* Reverted: Battles caused by random events are now resolved at the end of the random event step. This should fix any problems with barbarians attacking a sieging army due to bad luck.
* Modding: new command #heretic.


The item I mentioned at the beginning was listed under 21st May 2011
The 11th January 2011 refers to the last actually released patch

Thats all there is. Altho it HAS been known that sometimes Johan twiddles with something and forgets to list it until its discovered after release. So Im not sure what you are referring to

WraithLord
May 23rd, 2011, 08:59 AM
LOL. I'm referring to my browser(s) all displaying the page from cache so I didn't see the new items until I cleaned the cache :)

Gandalf Parker
May 23rd, 2011, 10:31 AM
Ahh. Yeah I got caught off-guard that way a few times so I switched to an external checker to notify me of page changes. I wish some of those pages had auto-refresh settings written into them

Gandalf Parker
May 24th, 2011, 09:41 AM
More sound, and more screen resolutions added.
Did Johan get a new toy? Someone should send him a free iPhone :) or better yet Android phone. Something with a really SMALL portable screen. (pandora?)

fantasma
May 24th, 2011, 10:07 AM
Now I wonder if there will be an android version ;)

Gandalf Parker
May 24th, 2011, 01:05 PM
If someone GAVE him one I bet it would suddenly appear on the progress page for new patch.
Hey Shrapnel (nudge nudge) that might be a good investment (wink wink) to increase the addiction to this wonderful game (hint hint).

Edi
May 26th, 2011, 06:41 AM
Ah, he finally got around to adding the 16:9 resolutions. We talked about that a few months ago. :)

samoht
May 26th, 2011, 12:14 PM
Ah, he finally got around to adding the 16:9 resolutions. We talked about that a few months ago. :)

That's the best bit of news I've heard in a while! Its been kind of painful to play ever since I had to buy a new monitor :(

Can't wait.

WraithLord
May 26th, 2011, 03:19 PM
cool :up:

Thanks IW!

WraithLord
May 26th, 2011, 03:57 PM
Would dom auto adjust to 16:9 resolutions or does it require turning on a flag like -res or something?

Kobal2
May 27th, 2011, 05:44 AM
Ah, he finally got around to adding the 16:9 resolutions. We talked about that a few months ago. :)

I don't suppose you could convince, bribe, browbeat, coerce or otherwise keep him in cheap drinks until he adds 16:10 support as well ? :p

Makinus
May 27th, 2011, 09:21 AM
Any chance of 1024x600 being implemented?

Edi
May 27th, 2011, 03:37 PM
Ah, he finally got around to adding the 16:9 resolutions. We talked about that a few months ago. :)

I don't suppose you could convince, bribe, browbeat, coerce or otherwise keep him in cheap drinks until he adds 16:10 support as well ? :p

It already does. At least 1920x1200 is supported.

In any case, for resolutions not selectable from the menu, you can use a command line switch -r [x y]. So for example my Dominions 3 shortcut runs dom3.exe -r 1920 1080 to force the resolution of my monitor.

You don't need to wait for a patch.

Psycho
May 27th, 2011, 04:15 PM
How about 1366 x 768. It would make running it on my laptop much nicer.

Kobal2
May 27th, 2011, 04:39 PM
It already does. At least 1920x1200 is supported.

In any case, for resolutions not selectable from the menu, you can use a command line switch -r [x y]. So for example my Dominions 3 shortcut runs dom3.exe -r 1920 1080 to force the resolution of my monitor.

You don't need to wait for a patch.

Neat ! Did not know that. Thanks a lot.

Edi
May 27th, 2011, 05:32 PM
How about 1366 x 768. It would make running it on my laptop much nicer.

See above about starting Dom3 with an optional command line parameter to force the resolution.

Psycho
May 27th, 2011, 06:40 PM
How about 1366 x 768. It would make running it on my laptop much nicer.

See above about starting Dom3 with an optional command line parameter to force the resolution.

The problem is that it is stretched. I would like to see it in normal proportions with 2 vertical black stripes left and right, like when I run DosBox for example.

Edi
May 28th, 2011, 02:05 AM
Okay, that's different then. 1366x768 is also pretty common, so perhaps it's worth talking to Johan about that. I'll mail him when I get back from work.

Gandalf Parker
June 2nd, 2011, 09:17 AM
In case people have missed noticing, we have some new additions:

2nd June 2011
* Modding: New mod commands: #clearweapons, #cleararmor.
* Modding: #armor accepts numbers too.
* Modding: #custommagic can be used to created linked random magic. Chance 200 = 2 on a random path.


Does this mean we can get some new mods for new items?
That is one gap in my list of more More MORE mods (more gods, more heroes, more sites, more spells, more monsters, more nations, etc).

llamabeast
June 2nd, 2011, 10:25 AM
Unless I am misreading something these (very helpful) changes don't affect item modding.

Now, increased item modding *would* be awesome, no doubt.

Gandalf Parker
June 2nd, 2011, 03:55 PM
OK how about these others? I really dont know what they do but Im sure they are good.


2nd June 2011
* Modding: New mod commands: #clearweapons, #cleararmor, #drainimmune.
* Modding: New site mod commands: #conjcost, #altcost, #evocost, #constcost, #enchcost, #thaucost, #bloodcost.
* Modding: New site mod commands: #holyfire, #holypower, #heal, #curse, #disease, #horrormark, #lab.
* Modding: #armor accepts numbers too.
* Modding: #custommagic can be used to created linked random magic. Chance 200 = 2 on a random path.
* Utterdark did far too many attacks, fixed.
* Maximum number of mod sprites increased 1000 -> 2000.

31st May 2011
* Recruitment queues are automatically reset once a fort is under siege.

24th May 2011
* New fullscreen resolutions e.g. 1920*1080.

21st May 2011
* Jack sound support in Linux.
* 2 x Crash during turn generation fixed.
* Fixed bug where AI would cast vengeance of the dead on empty provinces.

Gandalf Parker
June 2nd, 2011, 03:57 PM
On the other hand as a server I DO understand and appreciate fixing Utterdark which was horrible to the server on large maps. And for raising the sprite limit since I have had requests for mod combos that couldnt be run.
Thank You Thank You Thank You Thank You Thank You Thank You

PriestyMan
June 2nd, 2011, 03:58 PM
add a thanks button to the update page plox :D

but make it clickable like 100000000 times

Edi
June 2nd, 2011, 05:09 PM
The site modding commands allow nearly all the features of sites to be enabled. Almost all of those correspond one on one to columns in the Dom3 DB site page.

The monster modding commands here are pretty much the holy grail bundle of missing commands, since armor can be assigned by number, linked magic paths are possible, armor and weapons can be cleared without clearing all other special attributes.

Drainimmune presumably makes a unit immune to the drain scale like master smiths.

Squirrelloid
June 2nd, 2011, 05:21 PM
The site modding commands allow nearly all the features of sites to be enabled. Almost all of those correspond one on one to columns in the Dom3 DB site page.

The monster modding commands here are pretty much the holy grail bundle of missing commands, since armor can be assigned by number, linked magic paths are possible, armor and weapons can be cleared without clearing all other special attributes.

Drainimmune presumably makes a unit immune to the drain scale like master smiths.

The only things really missing for unit modding are the way to spot clear certain abilities, like flying, which aren't assigned a numeric value. (You can spot clear abilities with a numeric value by assigning them a value of 0).

I mean, the alternative is to enable mod commands for the abilities which don't have mod commands yet, like sacredawe (halt heretic). But I'm not sure offhand how many abilities that covers at this point. I only noticed sacredawe was missing because i recently modded MA Ulm, and the Iron Angel was problematic to use as a base for a unit because i couldn't clear its flying without clearing its sacredawe.

Foodstamp
June 3rd, 2011, 09:31 AM
Awesome stuff...

Darkness for cave provinces, #homesick and we can call this patch complete ;).

Some fort modding commands would be nice too...

#selectfort 23
#fortname "Wubugubu's tower of Doom"
#fortadmin 20
#fortcost 600
#fortbuildtime 3
#fortdef 250
#end

And since we are on sites, a few additional site commands:

#siterecruit "Unit Number" (Would allow for entering a site to produce units, like the long dead archer site, the one that allows you to summon banes, ghouls etc)
#sitefort 23

Edi
June 3rd, 2011, 12:53 PM
Fort modding commands would be nice, but there is one problem with that: You would need to also pick the fort layout to match one of the existing ones, since there is no ability to build new fort templates.

If that's doable, then it would be cool, but I'm not sure how much work that would require on Johan's part.

Tecnócrata
June 4th, 2011, 07:03 PM
News about the new magic site commands made me forget a horrid week at work. Please give us underwater defense ones, and I can die happily.

Edi
June 5th, 2011, 06:20 AM
I asked about the #homesick command and UW PD modding commands and added those to the modding wishlist. We'll see what happens. Johan has apparently been going through that, since most of the commands that we're now getting have been in the modding wishlist for a long time.

Foodstamp
June 5th, 2011, 04:57 PM
I asked about the #homesick command and UW PD modding commands and added those to the modding wishlist. We'll see what happens. Johan has apparently been going through that, since most of the commands that we're now getting have been in the modding wishlist for a long time.

Awesome!

About the fort commands...I would be happy with being able to modify the existing forts even...and keeping their battle layouts.

Jack_Trowell
June 6th, 2011, 11:08 AM
Thanks in advance for the new commands ! ^_^

PyroStock
June 6th, 2011, 01:59 PM
Is there any way to apply darkness to provinces on a map via modding? At least until caves are fixed.

llamabeast
June 6th, 2011, 02:16 PM
Nope. :(

Foodstamp
June 6th, 2011, 04:24 PM
Is there any way to apply darkness to provinces on a map via modding? At least until caves are fixed.

The only way I can come up with is to edit the map and put a unit in all cave provinces that casts darkness at the beginning of combat. The only problem is, if the unit dies, the enchantment will be dispelled (Thanks to the mists of deception BS but I won't go into that) and in order to respawn the unit after combat, it would need to be recruitable, immobile and actually recruited when the province changes hands.

Edi
June 10th, 2011, 04:49 PM
#homesick has been added in the patch.

WraithLord
June 10th, 2011, 04:54 PM
"* Maximum number of mods increased." - Awesome :D
Hopefully I won't have to shift mods in and out of mods folder anymore.

Thank you IW!

Foodstamp
June 11th, 2011, 12:18 PM
#homesick has been added in the patch.

Awesome! :)

I wonder if it will be static, or if you can assign it like:

#homesick 20
#homesick 40
....

Edi
June 11th, 2011, 02:48 PM
Percentage of hit points. Just like #uwdamage

Tecnócrata
June 11th, 2011, 05:22 PM
"* Maximum number of mods increased."

These guys simply have to be loved.

Jack_Trowell
June 12th, 2011, 12:36 PM
Now just add Darkness in cave provinces and it will be perfect. ^_^

Jack_Trowell
June 12th, 2011, 12:37 PM
Hum, I wonder if the AI know how to handle homsick units ?

Maybe it just doesn't move them ?

samoht
June 27th, 2011, 07:00 PM
Ah, he finally got around to adding the 16:9 resolutions. We talked about that a few months ago. :)

I don't suppose you could convince, bribe, browbeat, coerce or otherwise keep him in cheap drinks until he adds 16:10 support as well ? :p

It already does. At least 1920x1200 is supported.

In any case, for resolutions not selectable from the menu, you can use a command line switch -r [x y]. So for example my Dominions 3 shortcut runs dom3.exe -r 1920 1080 to force the resolution of my monitor.

You don't need to wait for a patch.

excuse the newbness, but how would one go about using a command line to do that?

Gandalf Parker
June 27th, 2011, 08:10 PM
This is a thread on changing the game defaults in many interesting ways.
Im not sure if something like -r 1920 1080 is mentioned but it will show you where you want to do that.
http://forum.shrapnelgames.com//showthread.php?t=44262