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Search: Posts Made By: paradoxharbinger
Forum: Scenarios, Maps and Mods January 30th, 2008, 01:55 PM
Replies: 18
Views: 1,401
Posted By paradoxharbinger
Re: New modding commands of 3.14

i think the mods are ordered by their system creation time, ie the time you installed them
Forum: Scenarios, Maps and Mods November 26th, 2007, 02:26 AM
Replies: 39
Views: 3,070
Posted By paradoxharbinger
Re: Making a Map Database?

well, i've got a yahoo site just laying around, if everyone were to collect the links to the maps, i'd be happy to put a link page together. or i could put it on my wikidot page, no bandwidth...
Forum: Scenarios, Maps and Mods November 21st, 2007, 12:38 AM
Replies: 10
Views: 3,663
Posted By paradoxharbinger
Re: New Spell: Bless Self

i wonder, can you put multiple effects into a spell? an interesting mod could make spells have a good and bad effect. for example, i cast fireball, but the laws of the universe dictate that i have to...
Forum: Scenarios, Maps and Mods November 10th, 2007, 08:01 PM
Replies: 56
Views: 4,209
Posted By paradoxharbinger
Re: A request to the developers: raise the unit li

i imagine that it is an overall memory issue. just think about all of the information that has to be held in memory aside from the sprites. memory may be cheap these days, but i think the devs are...
Forum: Scenarios, Maps and Mods November 8th, 2007, 05:25 PM
Replies: 86
Views: 8,648
Posted By paradoxharbinger
Forum: Scenarios, Maps and Mods November 5th, 2007, 08:42 PM
Replies: 196
Views: 38,183
Posted By paradoxharbinger
Re: quicky update

terrain types (plains, farms and such) are coming along. still a few quirks to work out, but the groundwork is done. here's a new screen:
...
Forum: Scenarios, Maps and Mods November 2nd, 2007, 12:29 AM
Replies: 86
Views: 8,648
Posted By paradoxharbinger
Re: Dom3 Unit Maker v1.06

@zep
that's good news

@all
just as soon as i get a bit of free time, i'll wrap up 1.07 and post it
Forum: Scenarios, Maps and Mods October 27th, 2007, 07:31 PM
Replies: 196
Views: 38,183
Posted By paradoxharbinger
Re: quicky update

so, finally been working on some graphical stuff, as i think i am fairly satisfied with the landmass generation algorithm. now, one of the nice things about c# is that it has a fairly good graphics...
Forum: Scenarios, Maps and Mods October 25th, 2007, 04:44 PM
Replies: 86
Views: 8,648
Posted By paradoxharbinger
Re: Dom3 Unit Maker v1.06

yeah, not seeing anything wrong with the mod, havent had a chance to try and run it, though. sounds like the anti-piracy strikes again.
Forum: Scenarios, Maps and Mods October 25th, 2007, 12:09 PM
Replies: 6
Views: 1,233
Posted By paradoxharbinger
Re: Hidden Mod Commands?

#clearpath is not in the documentation, but #clearmagic is. is this a relabeling?
Forum: Scenarios, Maps and Mods October 24th, 2007, 03:04 PM
Replies: 86
Views: 8,648
Posted By paradoxharbinger
Re: Dom3 Unit Maker v1.06

also, is anyone familiar with the workings of #restrictedgod? can it be used multiple times so that a god could only be used by multiple nations? or will using it multiple times overwrite the...
Forum: Scenarios, Maps and Mods October 24th, 2007, 02:57 PM
Replies: 86
Views: 8,648
Posted By paradoxharbinger
Re: Dom3 Unit Maker v1.06

can you post the mod you made? that would help alot, otherwise anything i say is guesswork. could be a bug that hasn't been caught yet.
Forum: Scenarios, Maps and Mods October 18th, 2007, 06:29 PM
Replies: 86
Views: 8,648
Posted By paradoxharbinger
Re: Dom3 Unit Maker v1.06

are there more than just #clear, #clearmagic and #clearspec? seems like there ought to be a clear command for armor, weapons and slots too. do they not exist or are they undocumented?
Forum: Scenarios, Maps and Mods October 18th, 2007, 06:17 PM
Replies: 86
Views: 8,648
Posted By paradoxharbinger
Re: Dom3 Unit Maker v1.06

further on the appearance: looks like the tabs are quite jammed together, so ima group the existing tabs under new subtabs. moving weapons, armor and slots under an equipment tab, for example.
Forum: Scenarios, Maps and Mods October 18th, 2007, 05:59 PM
Replies: 86
Views: 8,648
Posted By paradoxharbinger
Re: Dom3 Unit Maker v1.06

copy stats, i think that can be done easily, you would just tell it the unit number to copy and it prepends the rest of the unit commands. would need the various clear commands as well i suppose.
...
Forum: Scenarios, Maps and Mods October 18th, 2007, 05:32 PM
Replies: 86
Views: 8,648
Posted By paradoxharbinger
Re: Dom3 Unit Maker v1.06

hmmm... doesn't look like there are any new commands for the 3.10 patch. anyone see something that i missed?
Forum: Scenarios, Maps and Mods October 12th, 2007, 07:24 PM
Replies: 196
Views: 38,183
Posted By paradoxharbinger
Re: quicky update

ok, land percentage can be closely specified, close enough that no one ought to be able to tell the difference anyway. you can also specify whether the generator should try and put water or land in...
Forum: Scenarios, Maps and Mods September 8th, 2007, 11:38 PM
Replies: 196
Views: 38,183
Posted By paradoxharbinger
Re: quicky update

work is progressing, i have something now that allows for the overall land percentage to be more or less specified. i have to run some tests to figure out a few constants in my algorithms, but things...
Forum: Scenarios, Maps and Mods August 31st, 2007, 01:40 PM
Replies: 63
Views: 5,539
Posted By paradoxharbinger
Re: Dom unit data base

well, here's how i would lay out the db. common stats, those that all units, armor or weapons have in common, would be in thier respective tables (tbUnit, tbArmor, tbWeapon) though uncommon...
Forum: Scenarios, Maps and Mods August 30th, 2007, 10:57 PM
Replies: 63
Views: 5,539
Posted By paradoxharbinger
Dom unit data base

well this went dead....

so i went ahead and started to design the dom unit db, i'll have some more on it in a bit
Forum: Scenarios, Maps and Mods August 30th, 2007, 10:09 PM
Replies: 7
Views: 782
Posted By paradoxharbinger
Re: nation 23

seems to me that if they made them a nation it would be an enormous hassle to make them real special aside from the sort of special effects that other nations get (ie mictlans goofy dominion rules)....
Forum: Scenarios, Maps and Mods August 29th, 2007, 03:26 PM
Replies: 27
Views: 3,036
Posted By paradoxharbinger
Re: WRAPPED MAPS AVAILABLE

okay, so looking back at things, zoom only directly affects the heightmap, i.e. how far your face is from the surface of the map, not how big terrains or provinces could potentially be, the exception...
Forum: Scenarios, Maps and Mods August 28th, 2007, 10:31 PM
Replies: 27
Views: 3,036
Posted By paradoxharbinger
Re: WRAPPED MAPS AVAILABLE

any whoo gandalf, i'm looking at the old mapgen to see exactly how zoom affects things
Forum: Scenarios, Maps and Mods August 28th, 2007, 06:38 PM
Replies: 27
Views: 3,036
Posted By paradoxharbinger
Re: WRAPPED MAPS AVAILABLE

@ wikd
i think the idea of coming up with ideas is so that the community as a whole can work on them. just because someone comes up with an idea does not mean that they have any idea of how to...
Forum: Scenarios, Maps and Mods August 27th, 2007, 08:06 PM
Replies: 86
Views: 8,648
Posted By paradoxharbinger
Dom3 Unit Maker v1.06

version 1.06 released

Mr_Matt, fixed those commands for you.

Kostadinov, not sure, take a look at the mod manual
Showing results 1 to 25 of 337

 
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