.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

ATF: Armored Task Force- Save $8.00
War Plan Pacific- Save $8.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old February 5th, 2009, 04:08 PM
JimMorrison's Avatar

JimMorrison JimMorrison is offline
Lieutenant General
 
Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
JimMorrison is on a distinguished road
Default Remove Artifacts?

Okay call me lazy, but since I have done no modding thus far, I'm just curious on one point, before I go about making my first mod.

Anyways - Is it possible through a mod to remove Allows Creation of Magical Artifacts, not just from Cons8, but from the game altogether?

I find that Artifacts can be extremely imbalancing to the game in general, but yet that in smaller games that very imbalance makes sense to the flow of the game. However, in larger games, it seems to me that in many cases (WoG remake, anyone?), that geography and other factors can make it impossible for everyone to deal with the guy who shot straight for Cons8, and managed to forge all of the best artifacts first.

Anyway, my thought is to perhaps see if it's worthwhile to make a bundled mod that removes artifacts, removes the Banned Spells, and perhaps puts a few other modifications in place specifically for games with 20+ players.
Reply With Quote
  #2  
Old February 5th, 2009, 04:28 PM

Redeyes Redeyes is offline
Second Lieutenant
 
Join Date: Dec 2008
Posts: 539
Thanks: 15
Thanked 43 Times in 34 Posts
Redeyes is an unknown quantity at this point
Default Re: Remove Artifacts?

Sure, just:
#selectitem "Item Name"
#constlevel 12
#end

For every artifact you want to remove.

They'll still be wishable, you might have to solve that by removing every effect from the items so there isn't any reason to.
Reply With Quote
  #3  
Old February 5th, 2009, 04:37 PM

Redeyes Redeyes is offline
Second Lieutenant
 
Join Date: Dec 2008
Posts: 539
Thanks: 15
Thanked 43 Times in 34 Posts
Redeyes is an unknown quantity at this point
Default Re: Remove Artifacts?

Here's a mod doing moving all artifacts to const12.
Attached Files
File Type: zip Artifact Restriction Mod.zip (1.0 KB, 48 views)
Reply With Quote
  #4  
Old February 5th, 2009, 08:43 PM
JimMorrison's Avatar

JimMorrison JimMorrison is offline
Lieutenant General
 
Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
JimMorrison is on a distinguished road
Default Re: Remove Artifacts?

Actually, that's awesome. I don't mind if they're Wished, as that is a massive investment, and makes them unattractive for most purposes.

Thank you, I think I will use this for the base of my mod. I'm going to couple it with Banned Spells, and then I am going to start working out a mod to introduce thug and SC chassis for the paths other than Death and Blood.

Thanks for your help!
Reply With Quote
  #5  
Old February 5th, 2009, 08:57 PM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Remove Artifacts?

Jim, re adding thug and sc chassis to other paths, I'm nearly done with a mod to do that. I've slowed down on it dramatically recently, but I think I will hopefully get started again shortly. I've pretty much done all the graphics and most of the coding, so I just have to sort a couple of sprites and the descriptions. Should be a beta before too long.
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
  #6  
Old February 5th, 2009, 09:16 PM
JimMorrison's Avatar

JimMorrison JimMorrison is offline
Lieutenant General
 
Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
JimMorrison is on a distinguished road
Default Re: Remove Artifacts?

Quote:
Originally Posted by llamabeast View Post
Jim, re adding thug and sc chassis to other paths, I'm nearly done with a mod to do that. I've slowed down on it dramatically recently, but I think I will hopefully get started again shortly. I've pretty much done all the graphics and most of the coding, so I just have to sort a couple of sprites and the descriptions. Should be a beta before too long.
I'm very much looking forward to seeing it. I've been really inspired to make the game friendlier to larger games, and I think these are important steps in that process.
Reply With Quote
  #7  
Old February 5th, 2009, 11:58 PM
Burnsaber's Avatar

Burnsaber Burnsaber is offline
Colonel
 
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
Burnsaber is on a distinguished road
Default Re: Remove Artifacts?

Have you thought about replacing the Cons8 artifact items with less powerful normal ones? With the artifacts removed, I don't think that the Construction path seems that viable after level 6. Sure, Poison Golems are nice, but are they that nice that you'd use up your research to go through empty level 8?
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.

If you need to ask something about modding, you can contact me here.

See this thread for the latest info concerning my mods.
Reply With Quote
  #8  
Old February 6th, 2009, 02:42 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Remove Artifacts?

Quote:
Originally Posted by Burnsaber View Post
Have you thought about replacing the Cons8 artifact items with less powerful normal ones? With the artifacts removed, I don't think that the Construction path seems that viable after level 6. Sure, Poison Golems are nice, but are they that nice that you'd use up your research to go through empty level 8?
I think anything at level 8 Construction will be unique. So you'd just create new artifacts to replace the old ones.
Reply With Quote
  #9  
Old February 6th, 2009, 05:28 AM

Aezeal Aezeal is offline
Lieutenant General
 
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
Aezeal is on a distinguished road
Default Re: Remove Artifacts?

I don't see why everything at cont 8 would automatically be an artifact. Guess someone should try to find out though.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
Reply With Quote
  #10  
Old February 6th, 2009, 08:23 AM

Redeyes Redeyes is offline
Second Lieutenant
 
Join Date: Dec 2008
Posts: 539
Thanks: 15
Thanked 43 Times in 34 Posts
Redeyes is an unknown quantity at this point
Default Re: Remove Artifacts?

Quote:
Originally Posted by JimMorrison View Post
Thanks for your help!
No problem, was in a bit of a hurry when I wrote the earlier but I just scavenged the code from an earlier mod by KO removing all level 6 spells and up.

Quote:
Originally Posted by Aezeal
I don't see why everything at cont 8 would automatically be an artifact. Guess someone should try to find out though.
I can confirm that moving constr8 items to level 2 makes them freely craft able, so at least it works the other way around.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:42 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.