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-   -   Mod: Debug mod 1.07 (http://forum.shrapnelgames.com/showthread.php?t=36453)

ryo_akashi October 15th, 2007 04:48 PM

Debug mod 1.07
 
1 Attachment(s)
"Debug Mod 1.07"

"This mod is intended for debugging the behavior of Dominions3. It removes level restrictions for all spells and magic items. In addition, the mod introduces four new spells to help debug. The new spells are Super Wish, Super GoR, Contact Debug Sensei and Eyes of Debug. "

To use the Debug mod, put the files, Debug.tga and Debug.dm, into the "mods" directory. Ideally, you would want to start with an Astral pretender, a nation with recruitable Astral mage. You would wish for "gold", "gems" and/or "magic power" to setup the conditions for debug. The level restrictions for magic spells and items have been removed.

The AllView map has been incorporated into the Debug mod. To use the ViewAll map, put the files, AllView.tga and AllView.map, into the "maps" directory. Select Early Era Arco to view all Dom3 units. The map shows the units in blocks of ~500. Province 5 contains Dom3 heroes (and new heroes from Worthy Heroes mod if enabled). Credits to Gandalf Parker and Endoperez for the various incarnations of the AllView map.

Version changes

1.1 - Added new spells, Divine Wish, Divine GoR, Contact Debug Sensei and Eyes of Debug.

1.2 - Added mod banner, Supports Dom 3.14

1.03 - Supports 3.15

1.04 - Supports 3.17, incorporates AllView map, minor changes to Debug Sensei

1.05 - Supports 3.20

1.06 - Supports 3.21

1.07 - Supports 3.23, disabled Divine Wish & Divine GoR.

Feel free to provide suggestions for better debug capability.

lch October 15th, 2007 06:16 PM

Re: Debug mod 1.0
 
Very nice. I think everybody has something like that for testing purposes, but never as complete as this one here.

jutetrea October 15th, 2007 07:01 PM

Re: Debug mod 1.0
 

Cool!

Sombre October 15th, 2007 10:54 PM

Re: Debug mod 1.0
 
You could make all the spells even easier to cast by adding this to each spell entry.

#pathlevel 0 1
#pathlevel 1 0
#fatiguecost 10

But I guess that would change them a bit too much, maybe not a good idea for testing.

ryo_akashi October 16th, 2007 01:39 AM

Re: Debug mod 1.0
 
Right. I did want to maintain the original spells as much as possible, hence the two new spells. In effect, the wish machine will provide infinite resource for the user.

I'll put in a "Contact Debug Sensei" to provide an all 9 path caster for easier access to spells in the next version.

Juzza October 16th, 2007 02:46 AM

Re: Debug mod 1.0
 
this mod sounds great for no research games, as long as they still cost the same to cast

ryo_akashi October 17th, 2007 02:59 PM

Re: Debug mod 1.1
 
Debug mod 1.1 out.

Added Divine Wish, Divine GoR, Contact Debug Sensei and The Eyes of Debug.

Divine Wish and Divine GoR is added to reduce dependency on the Astral path to start the Wish engine. The spells require a mage with priest levels to cast. Note that a commander with only priest levels cannot cast ritual spells.

Contact Debug Sensei provides a Celestial Master with level 9 in all paths and priest level 4. The Sensei also has map move 10, stealthy, spy and amphibious. Use the Sensei to get easier access to magic levels requirements.

The Eyes of Debug is a cheap The Eyes of God, providing easy access to whole map overview.

Let me know if the mod is helpful or not.

Endoperez October 17th, 2007 03:08 PM

Re: Debug mod 1.1
 
I've used a custom version for a long time. Personally, I've kept just Wish and Gift of Reason as test spells, and left others as they are, and added others when necessary.

EricM October 17th, 2007 10:26 PM

Re: Debug mod 1.1
 
Thanks ryo_akashi. This saves me doing it myself.

ryo_akashi January 29th, 2008 02:26 AM

Re: Debug mod 1.2
 
Debug Mod 1.2 out.

- Supports Dom 3.14 for the Bogarus spells.

- Added banner for the mod.

- Changed Debug Sensei map move to 25.

Enjoy!


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