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  #1  
Old February 7th, 2009, 06:47 AM
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Burnsaber Burnsaber is offline
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Default Re: Modding shortlist

Just thought of this. Would be a cool way to introduce nation in a deeper level to the game.

Mercenary Modding

#addgroup - adds new group of mercenaries
#name "name" - declares the name of the group
#leader [mon nmbr] - declares who commands the mercenaries
#troops [amount] [mon nmbr] - first number declares how many troops and the other what the monsters are
#startcost [amount] - How much money will they ask when they are available.
#end - always at the end of #addgroup
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I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.

If you need to ask something about modding, you can contact me here.

See this thread for the latest info concerning my mods.
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  #2  
Old February 7th, 2009, 10:33 AM

analytic_kernel analytic_kernel is offline
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Default Re: Modding shortlist

Quote:
Originally Posted by Burnsaber View Post
Mercenary Modding
#addgroup - adds new group of mercenaries
#name "name" - declares the name of the group
#leader [mon nmbr] - declares who commands the mercenaries
#troops [amount] [mon nmbr] - first number declares how many troops and the other what the monsters are
#startcost [amount] - How much money will they ask when they are available.
#end - always at the end of #addgroup
Good idea, Burnsaber.
We would probably also want #leadername. Might also be good to specify magic paths (and maybe even magic items) for the leader.
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Old February 12th, 2009, 06:49 PM
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Default Re: Modding shortlist

Quote:
Originally Posted by Burnsaber View Post
Just thought of this. Would be a cool way to introduce nation in a deeper level to the game.

Mercenary Modding

#addgroup - adds new group of mercenaries
#name "name" - declares the name of the group
#leader [mon nmbr] - declares who commands the mercenaries
#troops [amount] [mon nmbr] - first number declares how many troops and the other what the monsters are
#startcost [amount] - How much money will they ask when they are available.
#end - always at the end of #addgroup
EricM used a similar modding-inspired way to present his data on mercs, here:
http://forum.shrapnelgames.com/showp...4&postcount=36

No, you can't use those modding commands.

And most stuff in Dom3 is hardcoded instead of being read from some table, so it's hard to make it accessible to modding. There still isn't much that you can do with spell modding, for example, because it's mostly hardcoded.
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