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September 29th, 2003, 10:57 PM
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BANNED USER
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Making themes sounds cool, I agree.
However modding is a bit different. Modding means, that you can design/add/delete/change lot of things, not just add a few.
That is why modding is big fun. 
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September 29th, 2003, 11:14 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Well… I'm more talking about a structure for changing a lot of things than a particular level of change. As I see it there are three things you might want to change:
1> maps - add new maps, change existing maps, make scenarios, etc. - all about (at least in Dom I) changing the .map file and corresponding picture
2> monsters - similar deal. I don't know much about this, but I gather there's been talk about this and it's not impossible
which leaves
3> nations - which is what I am suggesting with having themes be structured as mods. Like I said before, this would allow for little change, or much change, depending on how much work you want to put in. For example, it would be totally possible to do a "Noldor" [for the unenlightened Noldor=a kind of elf from Tolkien] theme which would change every unit of a current nation to well, Noldor units. Similarly you could add a "Dunedain" theme to another nation etc.
It's been a long time since I've coded, but if I remember aright having a structure in place which defines what you can and can't change, so that you can interface between the game and the mod in a relatively clean way is really helpful.
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September 29th, 2003, 11:16 PM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
You really didn't read my first post very closely at all Mortifer. I hope the clarification clarifies.
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September 30th, 2003, 03:39 AM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Themes would be an interesting thing to play with. Even just the ability to add/subtract units and add some inspirational text would do a lot in that direction. Most themes in the game have additional effects, and those would take a lot more work to implement, but just being able to create and add/subtract units, choose "scale setting" prerequisites, and define some flavorful text for various events would do a lot, especially in sync with the power already available with map creation.
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September 30th, 2003, 08:54 AM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Making themes is not enough. We need the ability to mod the map, units, nations and gods.
With themes we cannot even make a Tolkien mod, just for example. Themes are only good for the existing nations. It is not enough.
Enough said.
[ September 30, 2003, 08:15: Message edited by: MStavros ]
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September 30th, 2003, 10:00 AM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
st.patrik - I think that is because of my bad english. So you are saying that making themes would be good, right? I agree with that, BUT that is not full modding.
Just like Stavros has said, modding means that we can edit/add/remove units/pretenders/monsters, we can make maps, we can design races/nations. This all together. 
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September 30th, 2003, 10:53 AM
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Re: Making mods for Dominions II. [Basic editing/modding discussion.]
Mortifier: You said that "modding means that we can edit/add/remove units/pretenders/monsters, we can make maps, we can design races/nations."
We can, and could even in DOM 1, make new monsters. Same for maps. New monsters were harder to make, mainly because you needed two graphic files for them and it seems not many have artistic abilities. But while making a map, you can define almost anything.
And with themes, you can change the national troops. Even if Marignon is named Marignon, if the troops are the ones of Gondor, and the citadel is called Minas Tirith, and they are in war with Ermor who has Orcs, trolls, oliphaunts and what ever Sauron got under his forces... Is that not enough? Magic sites would then be about the only thing you could not customise. And the troops you are able to recruit from a given province.
So, modding themes is about everything you want that you don't yet have.
As said before, in a .map file, you can define almost anything. I remember doing my own .map-file while I only had demo, putting all kinds of interesting magic sites and items to my commanders and to my provinces. I was somewhat disappointed when I realised that I couldn't set my pretenders' magics over 19... I exploited the bug with which you could use astral gems to research paths over the level four that was normal limit in demo. In that game, I casted Wish for the first time. And second, and third, and fourth... It's enough if I say I wished for a Master smith, made him commander, empowered him in astral until he could cast wish and made him forge all the unique artifacts... But the map of Melnibone, made by Pocus, is much better example for the power you have when making a map.
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