|
|
|
|
 |
|

January 27th, 2007, 09:36 PM
|
|
Second Lieutenant
|
|
Join Date: Sep 2004
Posts: 483
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Modder\'s Guide
That allunitsview map is a bit outdatet since it only goes to 1712 and therefore doesn´t include any lanka units. Here is a new one attached.
|

January 28th, 2007, 05:43 AM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Modder\'s Guide
I use some version of some allunitview map that shows all units up to 1999. The non-existant units are displayed as unit 1. I'm not sure why it works like this, but I think I got it to work by having a mod add a unit with a high unit number.
|

January 28th, 2007, 01:55 PM
|
 |
Sergeant
|
|
Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
|
|
Re: Modder\'s Guide
Thanks!
|

January 28th, 2007, 04:31 PM
|
|
Second Lieutenant
|
|
Join Date: Sep 2004
Posts: 559
Thanks: 0
Thanked 4 Times in 2 Posts
|
|
Re: Modder\'s Guide
Deleted.
|

January 28th, 2007, 08:27 PM
|
 |
Major General
|
|
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
|
|
Re: Modder\'s Guide
Here's a list of all units in .csv format. There are no stats here, but it is a comprehensive listing.
It's based on the strings dump - and I then added in a few missing units by hand which strings failed to find (anything with a name <=3 characters in length.)
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
|

January 29th, 2007, 02:01 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Modder\'s Guide
That's a good tool to get modders started since it gives them the numbers. The DB is progressing and is currently complete from 0 to 631 except for itemslots and ldr values for some units that will get added later. The base resource costs have not been calculated eitehr, because I need to find out the mechanics of that.
It should pick up the pace significantly after the next couple of hundred units, since all national recruitable things are already done (bar the itemslots and ldr values for non-commanders).
One thing that is useful for testing purposes is making a nation mod of either Mictlan (any era) or Sauromatia and then modding the startsites with 5x the #homecom <nbr>. Then enable the mod, start a game with that nation and you will see all the monsters you plugged in with #homecom as recruitable commanders. If you change the monster numbers in the mod file, exit Dom3 and restart it and resume the game, you will now see the NEW monsters as commanders, you do NOT need to start another test game.
This also means that if a new, improved version of a mod comes out and there is already a game in progress using that mod, just replacing the contents of the old version with the new version will allow the games in progress to be updated to the new version on the fly. I don't know if it will work, but it should, in theory at least.
Edi
|

January 29th, 2007, 08:21 PM
|
|
Second Lieutenant
|
|
Join Date: Sep 2004
Posts: 483
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Modder\'s Guide
Quote:
FrankTrollman said:
Quote:
Turin said:
That allunitsview map is a bit outdatet since it only goes to 1712 and therefore doesn´t include any lanka units. Here is a new one attached.
|
Nagot Gick Fel!
ConvArmy Nmbr Error.
Instant Crash bug I'm afraid.
-Frank
|
Hmm very strange. I encounter the same bug but only when scrolling past unit ~1760(which would show the last normal ingame unit when scrolling to the next row) without any mods enabled. With mods enabled(any mod seems to do) the map works normally and you can view all 1764 units.
Do you get the error immediately when loading the map or when scrolling?
|

January 30th, 2007, 12:09 PM
|
 |
Sergeant
|
|
Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
|
|
Re: Modder\'s Guide
Quote:
There will be by the time I'm done, but that is going to take a long while yet. The DB will come out without the items, but they will be next on the list after that.
Edi
|
Edi - We'll be patient, or at least try! The ability to at least mix-and-match items to mod new items will open up *a lot* of possibilities.
What would create *even more* possibilities would simply being able to add arbitrary spells as "secondary effects" to items.
I'm still playing around... I created a pretender assigned with the weapon "Banish to Inferno". It seems to work - the info box shows a magical weapon with -12 damage. I don't know if I just tripped across a spell that had already been "weaponized" (since assigning weapons with "made up" names just caused crashes), or if any spell will work that way. Playtesting the pretender, I have yet to actually confirm the Banish to Inferno weapon has been used, since weapons don't notify themselves in the battle screen's scrolling text. I'll experiment with some more spells and post when I get a chance.
|

January 30th, 2007, 12:24 PM
|
 |
Sergeant
|
|
Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
|
|
Re: Modder\'s Guide
Ah, well, it didn't take much playtesting. I tripped across "Banish to Inferno" by lucky accident; most battlefield spells are not recognized as weapons at all.
|

January 30th, 2007, 02:37 PM
|
|
Second Lieutenant
|
|
Join Date: Sep 2004
Posts: 559
Thanks: 0
Thanked 4 Times in 2 Posts
|
|
Re: Modder\'s Guide
Deleted.
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|