The Old God has left the world and the pretenders are awakening and coming out from hiding. You start the game by designing one of the pretender gods that will compete for true ascension to godhood. The type of god can range from a magically powerful arch mage to an ancient kraken or a mystic monolith that people pray to. Your pretender controls one of over sixty different nations and with the help of that nation he will spread his word and battle the other pretenders. Dominions 3 is a turn based strategy game. You can play single- or multiplayer (1 - 23 players) with simultaneous turns. There are more than 1500 different units, 600 spells and 300 magic items in the game. The game also features a medieval musical score by Erik Ask Uppmark and Anna Rynefors, both awarded the title of Musicians of the Realm by the Swedish Zornmärkeskommiten. Dominions 3 is a highly detailed game and a 300 page pdf manual is included in the download.

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Modding questions, answers guaranteed (Games : Dominions 3: The Awakening : Forum : Modding : Modding questions, answers guaranteed) Locked
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Jan 18 2013, 11:08am Anchor

Sombledon wrote:

Calahan. wrote:Q - Can Polymorph be used with any unit ID between 1-999, or does it have to be a unit that is already one of those monsters linked with the Polymorph spell (so Foul Spawn, Cat, Amphiptere etc etc). Not sure if the Polymorph mod command is the same as Polymorph the spell.

Any unit in that range is valid as a damage value for polymorph. See the Warhammer Dwarfs mod for interesting use of polymorph on onebattlespell.

Much like with copying spells to use for nextspell and onebattlespell, the only real complication is the limits imposed by the regular game and by other mods who also want to make use of those slots.

That makes my dream less of a dream then. As long as I re-assign every unit I can from 1-999 to a 1000+ number to free up slots, and accounting for those units attached to random events, Indy pops, or other such hard-coded stuff. Still, 4 ID's for each Holy Mage in the game is going to use up a few hundred slots. (at just 1 per nation it's close to 300. Closer to 200 as I only need 3 new ID's per Holy MAge, not 4). And guess it knocks mod nation compatibility well and truly on the head :(

Still... very curious now if this idea will work or not. And if so how much it will improve Holy Mages, and help prevent them being decoyed by a few undead.

Edited by: Calahan.

Jan 18 2013, 11:15am Anchor

So you have the following versions:

A - all paths, recruitable.
B - as A but at battle start it polymorphs into C. A<->B shapechanging allowed freely
C - as A but no holy magic. At end of battle, turns into B.


Jan 18 2013, 12:00pm Anchor

Sombledon wrote:So you have the following versions:

A - all paths, recruitable.
B - as A but at battle start it polymorphs into C. A<->B shapechanging allowed freely
C - as A but no holy magic. At end of battle, turns into B.


Not quite.

A - All paths. Recruitable. Can freely change shape to B. Polymorphs into C if it enters battle.
B - Same as A, except Holy Magic paths removed. Can freely change shape with A. Polymorphs into D if it enters battle.
C - Same as A, except this form would only activate in battle when the unit entered battle in form A. No shape changing allowed at all. Revert back to A* at end of battle. (ie. so a perfectly normal Holy Mage like you get right now)
D - Same as B, except this form would only activate in battle when the unit entered battle in form B. No shape changing allowed at all. Revert back to B* at end of battle (so this would act just like a regular mage, but would allow the player to strip a holy mage of its Holy Magic paths before battle, thereby changing it into a normal mage for the duration of the battle)

* Probably doesn't matter if it reverts back to A or B, just as long as it's not C or D.

I think the problem with your version will be that if the Holy Mage enters battle in form A, then if it's killed it will change into form B. As there is shape changing between A-B. For this to work the forms that actually appear in battle can't have any shape changing options (I think. Although as I mentioned, need to referesh my memory regarding damage transfer between shapes. As if HP the same, maybe both forms die anyway. Although suspect the second form will always have at least 1HP)

Edit - 11:00 21st January

Sombledon wrote:

Calahan. wrote:As I said though I remember reading about this a good while back, pretty sure it was Sombre who came up with it

Good memory.

For reference (where I think you first mentioned this idea)

Edited by: Calahan.

Jan 21 2013, 10:55am Anchor

As I wrote on dom3mods, I think you are wrong in assuming the shapechange command provides a second life. So you should only need 2 forms for this.


Voice of ***** and her spicy crew!

Jan 21 2013, 10:59am Anchor

Yeah, those are two separate attributes. One to allow the shapechange command, the other to cause switch shape when the unit's hp is taken to 0 (although there is a weird issue when you have both that will cause units to transform when hit but before they hit 0 hp, and not getting full health when changing.)

Feb 8 2013, 2:22am Anchor

Is there a way to summon two different non-commander creature types with a ritual spell? In this case an alpha elephant and five lesser elephants. I've tried giving the alpha elephant a summon5 ability and a firstshape pointing to an identical version minus the summon, but that only works if I summon him as a commander.

Feb 8 2013, 5:42pm Anchor

You should be able to do that using #nextspell, something along the lines of having a ritual that summons your alpha which nextspells another ritual that summons the 5 lessers. I think that should work, though spell modding's not my strong point.

Feb 9 2013, 4:42am Anchor

I can't get that to work. When I cast "Enslave the Plains" it summons the Alpha but not the lessers. Casting "Elephants" gets me 4x lessers (i.e. it works as intended). What am I doing wrong here?

#name "Enslave the Plains"
#descr "Summons an Alpha Elephant and a cadre of smaller Elephants"
#school 0
#researchlevel 0
#path 0 5
#pathlevel 5 1
#restricted 72
#nreff 1
#effect 10001
#damage 2712
#fatiguecost 100
#nextspell Elephants

#name "Elephants"
#descr "used to call up extra elephants"
#school 0
#researchlevel 0
#path 0 5
#pathlevel 5 1
#effect 10001
#damage 2709
#nreff 4
#restricted 72
#fatiguecost 0

(Notes: #2712 is the Alpha, #2709 the regulars, #72 my custom race. Low gem/research requirements for testing purposes)

Feb 12 2013, 10:04am Anchor

Gotthefungus, I think you need to #newspell "Elephants" spell before "Enslave the plains", so that it is already in place when referenced via the nextspell command.

Feb 12 2013, 10:47am Anchor

Besides the above the #nextspell's name needs to be written in "quotation marks".

Edited by: Bоо

Feb 13 2013, 6:14am Anchor

That did the trick, thanks! I had originally put the name in quotation marks, but then changed it because it was crashing the game - obviously because they were defined out of order.

I've now hidden "Elephants" by restricting it to a nonexistent nation (#73), which works fine as long as mine is the only mod but might conflict with some others. Is there a more elegant way of hiding this sort of meant-to-be-chained spell, or is my solution above the accepted method?

Feb 13 2013, 6:29am Anchor

gothefungus wrote:Is there a more elegant way of hiding this sort of meant-to-be-chained spell, or is my solution above the accepted method?

The normal way to "hide" spells, and prevent them from being cast and/or appearing in the spell book is to use...

#school -1

Which assigns the spell to a hidden school of spells. If you check out a mod like CBM, you will see extensive use of it. (search the mod for #school -1)

Edited by: Calahan.

Feb 13 2013, 10:50pm Anchor

Thanks again!

As a token of my grattitude (and because I've been at home sick all day with nothing better to do), I present the thread with a mod that replaces one of the Doom Horrors with a six-month-old meme:

...Please use it only for evil. :)

Edited by: gothefungus

Mar 18 2013, 5:59pm Anchor

Uh, do people still use the Conceptual Balance Mod commonly? Also, for very common mods, what are the unit IDs that are used by the base game and such mods?

Mar 18 2013, 6:14pm Anchor

Yes conceptual balance mod is still used very often.

As for unit IDs, check out the spreadsheet found here for a list of IDs used by a range of fairly commonly used mods.

Jun 15 2013, 5:00pm Anchor

I'm in the middle of making a nation and having some trouble with a mage I'm trying to put together. I'd like to know if I'm missing something obvious that might get it to work.
What I'm attempting to have is a mage that gets +3(FAEW or N) and also gets +2 to one of the four paths that the +3 didn't go to. For instance, I want F3W2 to be possible, but not F5. I haven't succeeded yet, and I suspect that I'll need to just make 5 different mages or scrap the idea.

Jun 16 2013, 8:03am Anchor

There is no way to make following randoms dependent on the outcome of the previous ones. So you would need to make several different mages.

Jun 17 2013, 2:39am Anchor

Unfortunate. I suppose that way would better allow me to specialize the different aspects. On the other hand, I'm now just debating making five different X3 mages, eschewing the +2 entirely. Maybe make it a summonable commander instead of cap only like the current version.

Jun 17 2013, 5:43am Anchor

You could make five different X3 mages with +2ABCD path random, where ABCD does not contain X. Of course, unless that lot is all cap-only, it's going to be overpowered. If they're all cap-only via magic site (you can squeeze them all to one site since 5 is max attributes for a site), then you can only recruit one per turn and need to choose what you want.

It's a bit clumsy, but it's the best that can be done.

Jun 17 2013, 3:53pm Anchor

I'm aware of how I would go about creating a mage with a guaranteed 3 in one path and 2 in one of a selection of paths. The 5 recruit anywhere mages are 1X+1(ABCDX) with a 50% chance of an extra X, as an example. Additionally, max number to a site is a non-issue as I'm putting 3 sites in the capital.

I considered dropping the extra +2 as my current testing* is indicating that they both make decent casters for higher level stuff, and also work well as thugs with some research and an item or two. As this is my intention, I might just eschew the extra 2 paths. The consistency from splitting it into five would be a net buff, so I'm unsure if the +2 would be a good idea to include.

I'm not too far from having it in a releaseable state. Most of the commanders need weapons and armor, than I should be able to put it out for people to tear apart. I haven't even begun to put together sprites, which I expect to be time consuming. Still, it should be entirely playable, even if odd sprites are used at the moment, like R'yleh's W4A4 hero's sprite being used for the Air Aspect, or a one headed Zmey for the Earth Aspect.

*The current version just has +3 to one of the five listed paths.

Edited by: Vauron

Jun 17 2013, 4:02pm Anchor

Glad you have it in gear then. :)

I went to the trouble of mentioning the site attribute stuff just to make sure, the answer is always to use as many sites as you need, up to the maximum of four. So carry on. :)

Jun 17 2013, 4:15pm Anchor

Honestly, my reasons for choosing three sites were:
1. I tend to stick site search spells as monthly casts and mostly letting them run, unless I see something like a Death 3 province in my Growth 3 domain.
2. Some events give a province a site, and I generally liked getting them.

Edited by: Vauron

Jun 22 2013, 8:52am Anchor

I have a question regarding mapmaking.
In the manual it says regarding special terrain masks:

"The terrain masks in Table 2 cannot be
added from the map editor and you
must add them to the base terrain mask
calculated by the map editor. The advanced
terrain masks make it more likely that when a
magic site is placed in the province, it will be of
that specific type."

How do I exactly add these advanced terrain masks? Say I have a forest province Y (terrain Y 128) and I want it to contain a random nature site (terrain Y 524288). In the .map file, do I add the two values together (terrain Y 524416) or do I add another line so I have both "terrain Y 128" and "terrain Y 524288" in the next line?

Also, what would this mean exactly? That the first magic site placed in this province will definitely be a nature site?

Another question: What does the attribute "Many Sites" for a province in the Mapeditor do exactly? Will a magic site be guaranteed?

Edited by: goldboy

Jun 22 2013, 9:22am Anchor

You add the two values together. The manysites terrain increases the likelihood of magic sites appearing in that province. See the Site Searching Strategies thread in the Codex subforum for explanations on sites.

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