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March 6th, 2007, 01:11 PM
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Sergeant
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Join Date: Feb 2004
Location: Germany
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Re: \"mod\" pretenders/nations set to AI after start ?
Hmm, interesting, thank you, I might combine both approaches, setup a nation via map commands and boost/lower them during the game if things get out of hand.
Now that I know that what I was looking for is possible I will have to seriously take a look at "how to mod"
Any suggestions where to look ? I am not sure since I might have skipped the section, but is anything mentioned in the manual or is there any .pdf-file on the CD ?
CharonJr
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March 6th, 2007, 01:43 PM
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BANNED USER
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Join Date: Feb 2007
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Re: \"mod\" pretenders/nations set to AI after start ?
Modding is actually a lot of fun, although it can be quite frustrating. Dom3 is remarkably easy to mod for and a lot of the time the only limit really is your imagination.
I suggest you try out some things on the modlist, get a feel of what's already out there and then,.. well personally I think a great way to learn modding is to make a replacement nation - it doesn't /need/ to have any new artwork and you can make something other people will enjoy.
Marignon reborn is a good example.
There's a modding manual which is 95% helpful included in your install of Dom3 in the docs folder. You can also glean a lot from rooting around in other people's .dm files. Amos' blood elves .dm file actually taught me as much as the manual did.
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March 6th, 2007, 03:04 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: \"mod\" pretenders/nations set to AI after start
There is a PDF.
I should have mentioned that we also have some great MOD'd nations available which sparked a discussion of "too powerful, not balanced" and in the thread it become a "keep it that way since it will be a great AI". You might look at some of those.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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March 6th, 2007, 03:39 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: \"mod\" pretenders/nations set to AI after start
Yeah a couple of Amos' mod nations are nasty to fight against with a vanilla side. Blood Elves for example,.. ouch.
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March 7th, 2007, 06:03 AM
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Sergeant
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Join Date: Feb 2004
Location: Germany
Posts: 286
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Re: \"mod\" pretenders/nations set to AI after start
Thank you for the information and the numbers for the AI boni in the main forum, now I have to ponder how to implement what I want and more importantly take a look at the map/mod manuals
CharonJr
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March 7th, 2007, 12:19 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: \"mod\" pretenders/nations set to AI after start
There is some extra docs that can be helpful here...
http://www.dom3minions.com/docs/
It includes some great updates by Edi
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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