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  #1  
Old January 27th, 2007, 09:36 PM

Turin Turin is offline
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Default 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.
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File Type: rar 490971-BlackUnitView.rar (5.7 KB, 82 views)
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  #2  
Old January 28th, 2007, 05:43 AM
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Default 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.
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Old January 28th, 2007, 01:55 PM
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Default Re: Modder\'s Guide

Thanks!
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Old January 28th, 2007, 04:31 PM

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Default Re: Modder\'s Guide

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  #5  
Old January 28th, 2007, 08:27 PM
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Default 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.)
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File Type: zip 491225-units_all.zip (12.7 KB, 117 views)
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Old January 29th, 2007, 02:01 AM
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Default 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
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Old January 29th, 2007, 08:21 PM

Turin Turin is offline
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Default 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?
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Old January 30th, 2007, 12:09 PM
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Default 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.
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Old January 30th, 2007, 12:24 PM
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Default 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.
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Old January 30th, 2007, 02:37 PM

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Default Re: Modder\'s Guide

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