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-   -   New quick modding questions (http://forum.shrapnelgames.com/showthread.php?t=22250)

Boron January 5th, 2005 02:09 PM

New quick modding questions
 
I love to clamhoard in mp .

Now i want to play a bit SP for fun too but in SP i don't want to manage immense clamhoarding .

So now my question :
Is it possible to mod clams , fever fetishes , soul contracts and bloodstones for sp this way that the output + the forging costs are increased x10 or x20 , but the paths required for that stay the same ?
e.g. new clam costs 100 water gems but gives 10 pearls / turn and still requires 2w to be forged .

In the modding manual there is nothing about such a command but iirc zen managed to mod items in his mod that they cost more but require still the old paths .

Thnx for your answer in advance , Kristoffer or Johan http://forum.shrapnelgames.com/images/smilies/happy.gif .

P.S. : Will dominions III include a function like autoassign hoard items to scouts ?
A good example how nicely that works is Victoria with the autoassign workers to RGOs and Factories options .

quantum_mechani January 5th, 2005 03:27 PM

Re: Quick modding question , illwinter plz answer
 
You could make them cost more, but I don't think you could change the gem output.

Boron January 5th, 2005 03:52 PM

Re: Quick modding question , illwinter plz answer
 
Quote:

quantum_mechani said:
You could make them cost more, but I don't think you could change the gem output.

I have the slight hope that #gemprod <type> <number> works for magic items as well .

Zen January 5th, 2005 04:14 PM

Re: Quick modding question , illwinter plz answer
 
Quote:

Boron said:
So now my question :
Is it possible to mod clams , fever fetishes , soul contracts and bloodstones for sp this way that the output + the forging costs are increased x10 or x20 , but the paths required for that stay the same ?

No, you cannot do this. You cannot modify magic items as far as stats/effects except those that are tied to weapon modding.

Quote:

In the modding manual there is nothing about such a command but iirc zen managed to mod items in his mod that they cost more but require still the old paths .

No, you can't do this.


Quote:

P.S. : Will dominions III include a function like autoassign hoard items to scouts ?
A good example how nicely that works is Victoria with the autoassign workers to RGOs and Factories options .

Dominions 3 will have less micromanagement but I don't think it will make hoarding easier or more viable. But you never know.

Boron January 5th, 2005 06:39 PM

Re: Quick modding question , illwinter plz answer
 
Thnx for the quick answer Zen .
I will invent then hoard summons for my purposes to lessen the MM for SP http://forum.shrapnelgames.com/images/smilies/happy.gif .

PvK January 5th, 2005 07:41 PM

Re: Quick modding question , illwinter plz answer
 
You could just increase the cost and live without them, particularly since I think the AI doesn't hoard much.

PvK

Boron January 5th, 2005 07:56 PM

Re: Quick modding question , illwinter plz answer
 
Quote:

PvK said:
You could just increase the cost and live without them, particularly since I think the AI doesn't hoard much.

PvK

Nah i want something to hoard but without having the pain to micromanage all the scouts http://forum.shrapnelgames.com/images/smilies/happy.gif .


I have some troubles though implementing this :

It seems to me that you can invent no new spells . So picking 3 rarely used creatures as "new" bloodstone/clam/fever fetish seems to be the best solution .

I picked the corpse construct as "clam" and made it cost 300 water but give 30 pearls / turn . This way i need to only "hoard" 1/30 http://forum.shrapnelgames.com/image...es/biggrin.gif .

But how do i turn the corpse construct into a commander ?
Or do i need 3 commanders for that ? Then i will use only a new clam http://forum.shrapnelgames.com/images/smilies/fear.gif

Kristoffer O January 5th, 2005 08:16 PM

Re: Quick modding question , illwinter plz answer
 
> Nah i want something to hoard but without having the pain to micromanage all the scouts http://forum.shrapnelgames.com/images/smilies/happy.gif .

Too bad http://forum.shrapnelgames.com/images/smilies/happy.gif

> I have some troubles though implementing this :

> It seems to me that you can invent no new spells . So picking 3 rarely used creatures as "new" bloodstone/clam/fever fetish seems to be the best solution .

Turning them into "sea kings" you mean?

> I picked the corpse construct as "clam" and made it cost 300 water but give 30 pearls / turn . This way i need to only "hoard" 1/30 http://forum.shrapnelgames.com/image...es/biggrin.gif .

Ugh http://forum.shrapnelgames.com/images/smilies/Sick.gif

> But how do i turn the corpse construct into a commander ?

You cast Gift of Reason on him http://forum.shrapnelgames.com/images/smilies/happy.gif

> Or do i need 3 commanders for that ? Then i will use only a new clam http://forum.shrapnelgames.com/images/smilies/fear.gif

What http://forum.shrapnelgames.com/image...s/confused.gif

Boron January 5th, 2005 08:34 PM

Re: Quick modding question , illwinter plz answer
 
Thnx for the funny answer Kristoffer http://forum.shrapnelgames.com/image...es/biggrin.gif

My new "clam" is now the revenant . Since the limit for gem generation seems to be 10 per turn and not 30 as i thought he costs now 70 water gems , the equal to 10 clams forged with a dwarfen hammer http://forum.shrapnelgames.com/image...s/rolleyes.gif


Would it be possible to include the caps in the next modding manual as well ?

Now i decided to change a few scale effects also to reduce Micro and i believe this helps the ai also greatly .

Now my new questions :
What is the maximum cap for the resource and supply multiplicator ?
I so far chose x500 for both which should be x5 .

Since i always hate random events i think i have found a solution to my problem :
If i change 13.8 #turmoilevents <percent> to e.g. 50 then with order 3 scale i should have -150% events .

Is my hope correct that this way i will never have random events again as long as i have order 2-3 scale in my province ?

If i additionally change #misfortune <percent> to 20 this shouldn't hurt the ai because if it picks luck 3 it gets only good events then .


Or is a very hard ai with all the extra points dumb enough to take turmoil 3 + misfortune 3 scale together ?!?

Endoperez January 6th, 2005 08:50 AM

Re: Quick modding question , illwinter plz answer
 
Boron, I have to ask you some questions.

Why are you changing the game so that your favoured strategy, which the AI doesn't have an answer to, is easier AND you also mod the game so that you can always take free order 3 *every game*? If we also consider the fact that AI will not change its ways and choose Order 3 - Misfortune 3 (the ultimate combination after your changes), you have just given yourself *more* bonuses than even Impossible AI has!

Are you sure you can't try something harder for your SP games? Like Alt 4 Wish that needs S2 and 12 gems, or replacing Arcane Probing with Acashic Record modded to S1 and 2 pearls? http://forum.shrapnelgames.com/images/smilies/wink.gif


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