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


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 Post subject: Modding
PostPosted: 28 Aug 2017, 00:08 
Peasant
Peasant

Joined: 22 Aug 2017, 07:45
Posts: 40
I started making my map in editor but it would took too much time and I also decided that I will make outdated map. So I don't have any map image, which I could edit and later load to new map. Is there any way I could make image from in-editor map? :hilfe:


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 Post subject: Re: Modding
PostPosted: 28 Aug 2017, 05:25 
Game Developer
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Joined: 17 Apr 2005, 02:34
Posts: 8148
Location: Honolulu
The game doesn't require a map image! It's a hex-grid where you can set each tile's settings, i.e. if it's water, earth or grass.

Also, please download the latest template.ZIP. I added some files that show how you can upload landmass definitions, rather than do it manually. Look at:
[list]
[*]bundle LEGEND Example - MediterraneanSea - Terrain.png
[*]bundle LEGEND Example - MediterraneanSea - Scenery.png
[/list

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 Post subject: Re: Modding
PostPosted: 28 Aug 2017, 06:35 
Peasant
Peasant

Joined: 22 Aug 2017, 07:45
Posts: 40
Yes, that's what I'm talking about. I started doing map manualy, but I want to continue doing this easier way. I also want to change my map from ancient to outdated. I know that for the fast way of making maps you need to make image that will turn in editor into map. I already started making my map in editor and I've done big part of it. So I want to turn my in-editor-map to image that I could edit and continue my work faster. I'm sorry that I didn't explayne it before. :kg:


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 Post subject: Re: Modding
PostPosted: 28 Aug 2017, 16:18 
Game Developer
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Joined: 17 Apr 2005, 02:34
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Location: Honolulu
I see. Sorry, there currently is no export functionality of existing maps. You'd really have to do it the other way around.

:/

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 Post subject: Re: Modding
PostPosted: 20 Sep 2017, 23:17 
Peasant
Peasant

Joined: 22 Aug 2017, 07:45
Posts: 40
I want to add new units to my map but I'm confuzed about setting unit image. If there is some formula in setting x and y offset of image? Because now I make it more or less by looking at it in modding and try to set it correctly. So I set it correctly it in base (staying) and moving images but I can't set correctly attack images because they have higher size. I don't now from witch possition offset starts, like where is x0 y0. Is it left down angle of hex? And if it counts from center of unit image? Please for respond.


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 Post subject: Re: Modding
PostPosted: 21 Sep 2017, 05:43 
Peasant
Peasant

Joined: 22 Aug 2017, 07:45
Posts: 40
Ok I know.


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 Post subject: Re: Modding
PostPosted: 21 Sep 2017, 17:12 
Game Developer
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Joined: 17 Apr 2005, 02:34
Posts: 8148
Location: Honolulu
It's the offset for the image's top/left-corner to the top/left-corner of the hex-box (if you were to draw an imaginary box around the HEX-tile!).

You can scroll down for more information:
http://www.demiseofnations.com/modding.html

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 Post subject: Re: Modding
PostPosted: 22 Sep 2017, 09:26 
Peasant
Peasant

Joined: 22 Aug 2017, 07:45
Posts: 40
Thanks for respod. I also tryed to experiment with combat types and it's modestly described in wiki. It's just sayed that you can add icon and image for animated range combat types and that's end. But in module I saw some detailes next to animated range combat images. For example it looks like this on fireball:
view: combat_fireball... 4 80 y n
So I wonder what does it mean. It's in legacy module if it make differentes. Please for help.


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 Post subject: Re: Modding
PostPosted: 22 Sep 2017, 21:42 
Peasant
Peasant

Joined: 22 Aug 2017, 07:45
Posts: 40
Also i I see in module some references to religions and beliefs. Could you tell me if it was before/will be or none of this? If it was just prototype, how you wanted it to work? Because it would be briliant.


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 Post subject: Re: Modding
PostPosted: 23 Sep 2017, 21:58 
Game Developer
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Joined: 17 Apr 2005, 02:34
Posts: 8148
Location: Honolulu
re-Religion (beliefs): that's currently not implemented! I thought about it but (a) it might be controversial adding religion, also (b) I couldn't quite figure it out how to added so it will be fun to play. I need to think about it some more.

For combat, the render parameters are as follows:
[number of animation frames]: e.g. 4
[delay between animation frames]: e.g. 80 milliseconds
[if there are directional graphics]: y=yes
[if there are up/down graphics]: y=yes
[if to render a curve (not straight)]: y=yes
[if to render on top of everything]: y=yes

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 Post subject: Re: Modding
PostPosted: 29 Sep 2017, 17:38 
Moderator
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Joined: 06 Feb 2017, 15:34
Posts: 85
re:Religion
Religion could be used as a happiness boost or perks for choosing it
[example] you research religion then choose a religion, lets say you choose Islam which gives you access to building a mosque which provides a town happiness and lets you train imam khatib[priest]. Also each religion gives a perk. Christianity gives warriors a small fighting boost, Islam gives a economy boost, confucianism gives happiness boost and buddhism gives a defense boost. Something like that could really be done.


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 Post subject: Re: Modding
PostPosted: 29 Sep 2017, 19:29 
Peasant
Peasant

Joined: 22 Aug 2017, 07:45
Posts: 40
Yes, this type of religion would add to game even more ways to reach victory. For me it sounds awesome. And I wouldn't be worried about controversion of adding religion if you won't add things like crusades, terrorism etc. Or even with historical events, like crusades or selling indulgences, it wouldn't be bad. Other games have religions or even these historical events and they weren't criticised but they filled the historical type of gaming.


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 Post subject: Re: Modding
PostPosted: 04 Oct 2017, 04:26 
Peasant
Peasant

Joined: 22 Aug 2017, 07:45
Posts: 40
Why it's unpossible to make new types of cobat?


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 Post subject: Re: Modding
PostPosted: 04 Oct 2017, 05:26 
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Joined: 17 Apr 2005, 02:34
Posts: 8148
Location: Honolulu
Quote:
Why it's unpossible to make new types of cobat?

Cobat?

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 Post subject: Re: Modding
PostPosted: 04 Oct 2017, 05:28 
Peasant
Peasant

Joined: 22 Aug 2017, 07:45
Posts: 40
combat


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