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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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Old July 2nd, 2007, 12:35 PM

regret regret is offline
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Default Re: A Few questions on modding

assuming i place the spells out of the way, they would still appear in the spell list correct? just that the player would never be able to access them.

hmm, the spell school issue i can live with in the long run.
I guess i will just work on refining the heroes and units and nations first.

btw, anyone know if it would mess up the game spell AI if i were to replace the spells?
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Old July 2nd, 2007, 01:44 PM

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Default Re: A Few questions on modding

You could put them all in the holy school, then they wouldn't be on the research lists, although when someone with holy magic tried to cast a ritual they might all be on that list, which wouldn't be ideal.

Or you could give them the school of -1 which is 'cannot be researched' - I think that removes them from the game, but it might not. Give it a try.

The game spell AI seems to cope with new spells,.. sort of. I have no idea what would happen if you replaced all the spells. My guess is it would be ok though.
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Old July 2nd, 2007, 02:09 PM
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Default Re: A Few questions on modding

It sounds like a mod to turn the entire game into another game. Those usually dont show up until a game is older, but then again it sounds like this mod might take that long.

The AI has a list of spells to work thru with weighted values. I think that a new spell would end up at the end with the "everything else selected randomly". Im not sure if there is a small percentage chance to select "anything" further down on the list. Or maybe one of the modders might stumble on an undocumented value to assign a weight to a spell. Actually, with Johan they arent like they are secret. Its more of a "oh I forgot to tell you" value. Thats what makes hacking so much fun (pulling the text straight from the game and playing with undocmented variables)
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Old July 3rd, 2007, 12:23 PM

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Default Re: A Few questions on modding

well, since i am starting from scratch and sort of balancing the units and nations against each other only, its not that bad. My intention is to only use the FR nations against each other and not the vanilla nations.

I figure i would just do the nations, gods and units first.

once i get that done, i can try to dabble with the spells and magic items, perhaps with the help of some of the people from this forum.

will update once i get more done, so far i am still sorting which nations i want to do first and what units to place in there.
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Old July 3rd, 2007, 12:27 PM

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Default Re: A Few questions on modding

In my small tests I've found the AI to be quite good at using new spells. At least, my Tomb Kings priests are making good use of their national holy spells to buff their troops.
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