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-   -   Making mods for Dominions II. [Basic editing/modding discussion.] (http://forum.shrapnelgames.com/showthread.php?t=16417)

PDF September 22nd, 2003 02:27 PM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
And also : will it be possible to use mods alongside the "vanilla" game without having to install the game multiple times ? (something like in SE4 with the mod-switcher) http://forum.shrapnelgames.com/images/icons/icon7.gif

Mortifer September 22nd, 2003 03:34 PM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
Yup thats a good idea. http://forum.shrapnelgames.com/images/icons/icon7.gif I dont want to say again but...in civ3 ptw you can add different mods without changing the core game. http://forum.shrapnelgames.com/images/icons/icon7.gif Its very cool!

Mortifer September 23rd, 2003 01:59 AM

Making mods for Dominions II. [Basic editing/modding discussion.]
 
What can we edit in DoM2?

-Can we add new units?
-Can we add new gfx for anything? [Units, map etc.]
-Can we modify the units, spells etc.?

[ October 02, 2003, 13:33: Message edited by: Mortifer ]

Aristoteles September 23rd, 2003 04:27 PM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
I want to make a LotR mod. Is that possible? I mean can I edit the races/sides? I want to add Mordor, Gondor etc, also can I add custom units to them?

Pocus September 23rd, 2003 04:32 PM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
In doms I, you can add new units, but you cant incorporate them in current races. They are not producable either.

dunno if something more has been made on this topic. I dont thinkt it is high on the priority list.

Mortifer September 23rd, 2003 04:35 PM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
wow that would be awesome! A LotR scenario!
We can setup alliances in the editor, so that scenario would rock! http://forum.shrapnelgames.com/images/icons/icon6.gif

I hope that we can do all this modding! I mean if the editor wont contain these stuff, maybe we still can modify text/data? files to add nits and rename kingdoms etc..???
Any info from the devs about this?

[ September 23, 2003, 15:36: Message edited by: Mortifer ]

PDF September 23rd, 2003 04:37 PM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
Quote:

Originally posted by Pocus:
In doms I, you can add new units, but you cant incorporate them in current races. They are not producable either.

dunno if something more has been made on this topic. I dont thinkt it is high on the priority list.

<font size="2" face="Verdana, Helvetica, sans-serif">So how can you use them ? Only as part of a scenario setup ? Or only in the Battle sim ? http://forum.shrapnelgames.com/images/icons/shock.gif
Not very useful ... http://forum.shrapnelgames.com/images/icons/icon9.gif

Pocus September 23rd, 2003 04:48 PM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
you can only use them in scenario setup. You can create a balrog, but you cant assign it to a race.

in doms I all datas are in the binary. They are not encrypted, but I dont think you have legally the right to modify the executable. I dont know if in doms II some of the datas are in external files.

Aristoteles September 23rd, 2003 04:50 PM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
Plz, give us the right and the possibility to mod it, like we can mod Space Empires 4!
If all stuff will be binary, can you release an additional unit/race etc editor?

Mortifer September 23rd, 2003 06:10 PM

Re: Making mods for Dominions II. [Basic editing/modding discussion.]
 
Well, er perhaps someone from Illwinter can give us some infos? http://forum.shrapnelgames.com/image...s/confused.gif


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