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Board index » Games » Demise of Nations (DON) » DON: Modding Discussions & Workshop


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 Post subject: Modding again
PostPosted: 05 May 2017, 11:17 
Serf
Serf

Joined: 18 Dec 2016, 17:52
Posts: 17
I've been having many problems with this configurement all of which I have been able to solve on my own until this one.

The error is... "Error at module.config (line#1344): Invalid: spec:"

I really don't understand what the problem is supposed to be, it looks exactly as it's supposed to. Any help would be much appreciated.

Here is the pertinent portion of the file. I highlighted the line.

# Schema 200
schema(200): Tribal_Warriors Tribal_Warriors_are_the_basic_war_unit_of_the_game.
spec:
pos: altitude=Base abilityEarth=y crossesRiver=y
own: rangeDetection=1 zoc=y commandoable=n
mov: actionPointsMax=35 capturer=y distanceMax=3 consume=0:0,2:5 attritionMoves=5 attritionFight=10 weatherEffect= frostedEffect= terrainEffect=
arm: strengthMax=20 combat=2 combatBonuses=1:50,2:30,3:-40,4:20,5:-50,6:-20,7:-50 rangeAttack=1 restore=50|0:10|20|n|0 weatherEffect=50 frostedEffect=50 terrainEffect=100 concealEffect=50 campingEffect=50 offense=75|1:50|9991337|17
gen: buildExpenses=1:50,2:50,3:20,4:5 buildResidents=500 buildPoints=25 needsNature= needsNatureRange= needsSchema=110 needsInvents=3,4 needsEstates= needsBelief= clearPossible=y clearOutcomes=0:50,1:-50,2:50,3:20,4:5
#bin:
#civ:
#out:
spec-end!
view: animation direction
0-0: schema_new_tribal_0_0.png|schema_new_tribal_0_0_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-1: schema_new_tribal_0_1.png|schema_new_tribal_0_1_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-2: schema_new_tribal_0_2.png|schema_new_tribal_0_2_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-3: schema_new_tribal_0_3.png|schema_new_tribal_0_3_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-4: schema_new_tribal_0_4.png|schema_new_tribal_0_4_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-5: schema_new_tribal_0_5.png|schema_new_tribal_0_5_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
1-0: schema_new_tribal_1_0.png|schema_new_tribal_1_0_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-1: schema_new_tribal_1_1.png|schema_new_tribal_1_1_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-2: schema_new_tribal_1_2.png|schema_new_tribal_1_2_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-3: schema_new_tribal_1_3.png|schema_new_tribal_1_3_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-4: schema_new_tribal_1_4.png|schema_new_tribal_1_4_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-5: schema_new_tribal_1_5.png|schema_new_tribal_1_5_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
2-0: schema_new_tribal_2_0.png|schema_new_tribal_2_0_cc.png (18,-48,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-1: schema_new_tribal_2_1.png|schema_new_tribal_2_1_cc.png (41,-48,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-2: schema_new_tribal_2_2.png|schema_new_tribal_2_2_cc.png (34,-47,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-3: schema_new_tribal_2_3.png|schema_new_tribal_2_3_cc.png (18,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-4: schema_new_tribal_2_4.png|schema_new_tribal_2_4_cc.png (4,-47,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-5: schema_new_tribal_2_5.png|schema_new_tribal_2_5_cc.png (-3,-48,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
view-end!
hear:
#create:
#remove:
#revamp:
#select:
#motion:
#attack:
combat: effect=2
#impact:
defeat: effect=3
#invade:
#output:
hear-end!
schema-end!


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 Post subject: Re: Modding again
PostPosted: 05 May 2017, 12:32 
Serf
Serf

Joined: 18 Dec 2016, 17:52
Posts: 17
Never mind. I actually found the problem and it wasn't even on that line.


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 Post subject: Re: Modding again
PostPosted: 06 May 2017, 14:03 
Serf
Serf

Joined: 18 Dec 2016, 17:52
Posts: 17
While I'm here, I was wondering if you were working to make it possible to have more than 5 matter without the major overlap problems?

Also, would it be possible to format the game to allow research to be conducted with other resources such as wood?


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 Post subject: Re: Modding again
PostPosted: 06 May 2017, 17:24 
Game Developer
Game Developer
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Joined: 17 Apr 2005, 02:34
Posts: 8106
Location: Honolulu
re-matter: it's possible from the technical point to have more than 5. However, I need to overhaul the GUI in several places to get it done. Also, how much would that add to game-play? I think 5 is stretching it already. Besides money, the more matter there is, the less it seems to have an impact on game-play.

re-research: it's possible but little bit more tricky on how to decide how matter should be taken & applied to research. It would be easiest to have a "buy research" option where it is available right away. That would simplify things, but I am not sure if that would be liked very much?

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 Post subject: Re: Modding again
PostPosted: 07 May 2017, 07:12 
Serf
Serf

Joined: 18 Dec 2016, 17:52
Posts: 17
Thanks for the reply.

Re-matter: Well, I was working on a scenario set on the bronze age (bronze requires copper and tin) and was working to make it really realistic.

Re-research: I wasn't asking for you to change the basic research structure on the base game, just make it optional for modding.

A few other questions.

1. What does "strictlyCross" mean in "schema-spec:pos:" ?

2. Is it possible to make a unit that can move and generate output but only on a specific schema? I know it is possible for a unit to be able to move and produce output on a resource (I have working prototypes of hunters, gathers, and herders), but I was hoping for a unit to be able to produce output on schema the examples being farmers producing food on farms or scientists producing science (another matter) next volcanoes.

3. Are volcanoes considered a Block?

4. Some estates have a placementAqua variable as yes. That means that they can only be built by a harbor. Is a harbor defined as a schema with "civ:" variables with "abilityBeach" or is the harbor defined as a schema with the name harbor?

5. Is it possible for a unit to be programmed to capture schema a.k.a. Villages without the ability to capture territory?

Also, I wouldn't mind lending help for some of these issues if you needed it although my programming skills are fairly amateurish.


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 Post subject: Re: Modding again
PostPosted: 07 May 2017, 16:50 
Game Developer
Game Developer
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Joined: 17 Apr 2005, 02:34
Posts: 8106
Location: Honolulu
Quote:
1. What does "strictlyCross" mean in "schema-spec:pos:" ?

It's used for bridges. They need to have that option set to properly work over rivers!

2. Is it possible to make a unit that can move and generate output but
Quote:
only on a specific schema? I know it is possible for a unit to be able to move and produce output on a resource (I have working prototypes of hunters, gathers, and herders), but I was hoping for a unit to be able to produce output on schema the examples being farmers producing food on farms or scientists producing science (another matter) next volcanoes.

No sorry, that's currently not possible. I would need to implement that first.

Quote:
3. Are volcanoes considered a Block?

yes!

Quote:
4. Some estates have a placementAqua variable as yes. That means that they can only be built by a harbor. Is a harbor defined as a schema with "civ:" variables with "abilityBeach" or is the harbor defined as a schema with the name harbor?

Harbors are structures with "bin:" and "abilityBeach" defined.

Only "civ:" can build estates. It can be a harbor if you like. If you remove the "civ:" from the harbor, it's just a harbor and does not contain population and does not allow building estates. If you add the "civ:" to a harbor, you can use "placementAqua" to define estates that can only be built by a harbor.

Quote:
5. Is it possible for a unit to be programmed to capture schema a.k.a. Villages without the ability to capture territory?

No, that's not possible. However, you can make it so for certain troops, combat against structures is very strong and for others, combat against structures is very weak.

In that sense, some troops could be really strong against structures (i.e. villages) while others would be able to attack but not be able to leave much of a dent in the structure's defenses.

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 Post subject: Re: Modding again
PostPosted: 08 May 2017, 09:18 
Serf
Serf

Joined: 18 Dec 2016, 17:52
Posts: 17
Thanks again for responding. I know it seems like I have a million questions but please just bear with me. I have a few more.

1. On the "schema:view" portion of the advanced modding instruction, you have listed four attributes for the first parenthesis ([dx],[dy],[dB],[dF]) while in the sample bundle templates, you have six attributes. Am I correct in assuming that the last two attributes are six percentage and count per unit respectively?

2. Can you send me the schema pics of the villages used in the Rise of Rome scenario? I'm working on building a schema for a fortress.

3. Does the actionPointsMod affect roads significantly?


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 Post subject: Re: Modding again
PostPosted: 08 May 2017, 18:30 
Game Developer
Game Developer
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Joined: 17 Apr 2005, 02:34
Posts: 8106
Location: Honolulu
Quote:
1. On the "schema:view" portion of the advanced modding instruction, you have listed four attributes for the first parenthesis ([dx],[dy],[dB],[dF]) while in the sample bundle templates, you have six attributes. Am I correct in assuming that the last two attributes are six percentage and count per unit respectively?

That's correct!

Quote:
2. Can you send me the schema pics of the villages used in the Rise of Rome scenario? I'm working on building a schema for a fortress.

Email me at contact at demiseofnations dot com and I'll send you the pictures!

Quote:
3. Does the actionPointsMod affect roads significantly?

It speeds up movement of troops!

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