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  #1  
Old April 17th, 2006, 06:20 AM

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Default Re: Some questions [Modding related]

Hey Kris! Thanks for the answer! I know the answer to 1. 2., can you give us some hint about questions 3. and 4, or perhaps JK can answer as well..
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  #2  
Old April 17th, 2006, 02:33 PM
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Default Re: Some questions [Modding related]

4. Nope. Not at the moment.
3. Not at the moment.

Hmm, sorry there. Only #bloodnation is implemented. It makes the AI research and use bloodmagic. Unless this tag is on the nation will not use blood.
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  #3  
Old April 17th, 2006, 03:08 PM
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Default Re: Some questions [Modding related]

Intresting, though giving a possibility to slant the AI research into some direction could be helpful.
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  #4  
Old April 17th, 2006, 04:05 PM
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Default Re: Some questions [Modding related]

Quote:
Kristoffer O said:

Hmm, sorry there. Only #bloodnation is implemented. It makes the AI research and use bloodmagic. Unless this tag is on the nation will not use blood.
What I found helpful in making the AI more challenging is giving a few starting blood spells, immobile blood mages and blood magic sites(w/ blood income) to AI kingdoms which normally don't research blood. As a result these kingdoms will use those blood mages to cast the blood spells.
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  #5  
Old April 17th, 2006, 05:56 PM

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Default Re: Some questions [Modding related]

Thanks Kris.
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  #6  
Old April 18th, 2006, 07:29 AM

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Default Re: Some questions [Modding related]

Hm I was just thinking a bit...I think my modding plans are somewhat ruined atm. Basically we will be able to mod the things what we can in Doms 2. + I guess some other things as well, since modding will be more powerful in Doms 3. However, we wont be able to make more "serious" mods still. Example, if we wont be able to add nation specific summoning spells or even normal summoning spells, the modded nations wont be "unique". Regural troop modding is not enough sadly.
Kris, it would be hard to add this feature for the modders? I mean to allow us to add new summoning spells? I dont know anything about scripting really, but it looks like not so complicated to add it. Example:
#addspell "Summon Treant" -> elvish nation specific unit
#school 0
#researchlevel 5
#path 0 6
#pathlevel 0 4
#fatiguecost 450
#summonunit *xxxxx*
#summonamount 1 5 -> Randomly summons 1-5 units

Can this be done? I mean to add simple commands like summonunit or summonamount to give the modders the chance to add summoning spells? It would be so awesome...
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  #7  
Old April 18th, 2006, 03:55 PM
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Default Re: Some questions [Modding related]

DominionsFAN... your idea may still work, but most likely you'll have to mod a theme which has nation spells already and then change those.

Ideally I would like to see blank spell slots and blank item slots where new stuff can be placed into the game. And even one step further a blank nation slot thus preventing the sacrifice of an existing one.
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  #8  
Old April 18th, 2006, 05:39 PM

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Default Re: Some questions [Modding related]

NTJedi - I dont know too much about Doms 2. modding. You say, that you can do the following? -> example:
There is a nation specific summon spell in Dominions 3. That spell summons unit X. I can change that existing spell so the spell will summon unit Y? If yes, then Im very happy.
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