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Old September 3rd, 2009, 04:50 PM
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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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