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February 7th, 2009, 01:57 PM
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Corporal
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Join Date: Jan 2009
Posts: 130
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Re: Modding shortlist
I see, Aezeal. You're looking at it more like the way national heroes work. I looked in Edi's DB, and didn't see some of the standard mercs listed in the 'uniquename' column in the 'AllUnits' sheet. But, that's not to say that things couldn't work the way you suggest. I'll concede that it would be more flexible.
I would be happy either way. 
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February 7th, 2009, 05:15 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Modding shortlist
Mercs aren't listed in the unique stuff in the DB because the captains are all the same two types for the regular ones. Mercs are hardcoded, so they are not easily pigeonholed into anything particular.
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February 7th, 2009, 08:08 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: Modding shortlist
Quote:
Originally Posted by Edi
Mercs aren't listed in the unique stuff in the DB because the captains are all the same two types for the regular ones. Mercs are hardcoded, so they are not easily pigeonholed into anything particular.
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Hardcoded? That sounds like it might be very, very unlikely to see this kind of commands. Well, at least I brought it up.
Mercenary companies would just kinda be cool way to really force nation in the backround of dom3. Even if no one is actually playing the nation, it still has a effect on the game. *Shrugs*, well, at least we have the #mon site command to make random magic sites that allow recruits of nationals.
__________________
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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February 7th, 2009, 09:55 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Modding shortlist
I've seen some mercs when looking through the allview map though.. some seemed commanders from their description. Is there some way do disable them then? I can't think of a command to remove existing troops except by replacing them...
Come to think of it if I replaced them all with dom 3K flavoured mercs it wouldn't be that bad.. except all my indies are about 3x as strong as what mercs usually have but whatever. Does anyone (/me looks hopeful at Edi) have a list of the commanders unitnumbers and the troops unitnumbers.
(could be you just said this was impossible but I'm not totally getting what can be done and what not from your remark)
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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February 8th, 2009, 12:52 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Modding shortlist
Some mercs units overlap poptypes or national units so changing them would be a problem. But there are some mercs whose description says mercs (in both commander and units) so Im guessing that they would not appear anywhere else. They could be safely modified and still be mercs?
__________________
-- 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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February 8th, 2009, 03:05 PM
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General
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Join Date: Oct 2007
Posts: 3,007
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Re: Modding shortlist
For the purposes of dom3k that wouldn't really matter, since it doesn't use vanilla units anyway.
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March 11th, 2009, 09:06 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
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Re: Modding shortlist
I'd really like to see a general tag #domEffect <% chance that it happens per candle> that would allow you to add, or take away, effects created by the dominion. So that you could create a dominion that not only diseases enemies, but maybe you could make a dominion that heals enemies, and allies. Or maybe one that slowly makes your commanders/troops more experienced, or that occasionally turns people into werewolves.
It would have the #clear functions of other tags which would allow you to take LA Ermor, clear the nation of the pop-kill, and then add in your own.
You'd also be able to #domPopGrowth <% amount> , #domGoldIncome, #domResourcesIncome, #domGemIncome which would allow you to increase or decrease things under the dominion of the controller by a given percentage point. You just use negative for decrease and positive for increase. You could also specify the number of candles needed for a stronger effect. Maybe you have to reach Dom 10 to get %5 more gems from your sites.
This would allow you to easily replicate C'Tis miasma with #domEffect and then some disease effect from the spell list + #domGoldIncome 1 1 which would give you 1% increase in income per 1 candle.
Just a thought!
Jazzepi
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March 15th, 2009, 11:48 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
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Re: Modding shortlist
I have a simple one this time D:
I'd really like to be able to add an effect that goes off "on death" centered at the unit that dies.
Code:
#ondeath (effect #) (size) (percent chance)
Jazzepi
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March 16th, 2009, 12:27 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Re: Modding shortlist
well, there probably is one. Pearls of vengeance blow up when you die.
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March 17th, 2009, 03:58 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
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Re: Modding shortlist
Again, I don't really know if you can use generic spell/item effect values... Do you? In that case, 135 is the one from amulet of vengeance and 204 is the death wail of R'lyeh's more powerful units.
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