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  #1  
Old September 3rd, 2009, 03:30 PM

Illuminated One Illuminated One is offline
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Default Re: Dom 3 Scripting Framework (SP)

@Gandalf

Yeah, a list a long these lines is great. If you have something around that shows how they look in the debug log that would be perfect.

Well, as for ideas I have so many myself, otherwise I would't have made it.
But I certainly don't object to some brainstorming

Make some units like angels or devils more expensive or cheaper as you dominion grows (scores)

Give a weak nation a gem discount site that looses the discount when it's taken by another nation (debug log)

Changing mages based on your conquest (you have taken Mictlan cap and all your nationals have learned a bit about blood) (debug log)

Gem gens - make them spells that can be cast at provinces containing specially prepared sites and increase the gem income from the site. Make them more expensive with every turn/casting (debug log)


@Stavis_L

Atm I don't provide any way to access messaging options. Well, to be honest, atm I don't really provide access to anything, except through copying the examples.
Theoretically such a thing could be coded from scratch by anyone, and maybe it will be added in a long time, but I'm not sure if it's worth it, since it would require changing 2h files.
A immortal messageboard (who needs a starting scout anyway) is imo the best thing as you can use it to deliver both messages and gems (in an ugly way also items, if you give them access to exactly the paths needed for forging that for 1 turn, just look at the researchers mod) without messing with the turn files themselves.


The conditions in the scorefile are
Forts
Provinces (change
FortsProvinces
  #2  
Old September 3rd, 2009, 04:50 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Dom 3 Scripting Framework (SP)

This is still available from an old test game called Massive.
http://www.dom3minions.com/games/Massive/

There are score files and stat files and a zipped up log file. The log file is only one turn but......

Archive: massive.zip
Length Date Time Name
-------- ---- ---- ----
13514713 05-15-06 10:53 home/dom3/dominions3/savedgames/massive/massive.log


You can see why I only zipped up 1 turn at a time. Even in the small 4-man games on my server a log file is huge. There are a number of examples in the Dom3Minions games directory that are viewable online if you want some logs to dig thru.

In my Monster Scenario thread I did lay out some options for mid-game mod changes that could act like events. Such as placing a big runed monolith in each home province and having the mod change the "description" so that looking at it would tell you new things. Maybe have two images, one that is dull and one lit up to tell the player that the message of the runes has been changed.

Another was to place an immobile inactive completely hidden unit in various provinces which could erupt into something at some point later in the game (change it into something like an attacking army or horror) but Im not a real modder. I couldnt figure out how to make it automatically hidden so that it didnt affect the outcome of battles.

Also for some of the ideas about game overseeing, game management, reward/punishment of players I did create the "Watcher" nation mod. It could occupy a location not on the map, watch everything going on in every province, use messages from the GM (game master) to send rewards or use free spells to send punishments.
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