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You are a God! You are master and ruler of a loyal nation. You have unimaginable powers at your disposal. You have claimed this world as yours. But there are others who stand in your way. You must defeat and destroy these pretenders. Only then can you ascend to godhood and become the new Pantokrator. When you start the game you decide what kind of god you are and how your DOMINION affects your lands and followers. It is an expression of your divine might and the faith of your followers. If your dominion dies, so do you. Your dominion also inspires your sacred warriors and gives them powers derived from your dominion. In order to win and become the one true god you have to defeat your enemies one of three different ways: conquer their lands, extinguish their dominion or claim the Thrones of Ascension. Release version and manual is available now. Manual can be downloaded from Illwinter's web page.

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Modding Manual (Games : Dominions 4: Thrones of Ascension : Forum : Palace of Dreams - Modding : Modding Manual) Post Reply
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Sep 26 2013 Anchor

The modding manual has been updated (now version 3.99h).

You can always find the latest Dominions 4 manuals here:
Illwinter.com

Edited by: jk.illwinter

Sep 26 2013 Anchor

The 3/99h version don't talk about the new command added list masterrit or coastrec.

Sep 26 2013 Anchor

No, Edi is away on vacation and made the manual before those where added.

Sep 26 2013 Anchor

Can you post a link? I can only find the 3.99f manual.

Sep 26 2013 Anchor
Sep 29 2013 Anchor

now descriptions of how to mod fort parts yet
and i wish to have moddable parts besides fort, like temple upgrades and prov upgrades (terrain type affected) for standard useability: spying, local defence, gold/prod/grow developments
maybe upgrading mercenaries mechanics, like merc guild, where you can recruit mercs units from (for example) bands that now are in the pool for 1battle or prov defense (like with #homesic), or just as standart recruitment or surplus for def recruitment
becasuce this mechanics could be like magic sites and i see it could be done without big coding (or like #farmfort and other analog - for example #farmtavern, #bordermountainmine ets)
in fort parts i saw "roads" that upgrade not fort but prov so its strange that in other prows it couldn't be too
if there must be basis (like fort for fort parts) than that basis could be a city capital of the province or outpost that is created automaticly when prov is conqured or exists there from the begining
and what about destroying parts when raiding, attacks, events and besieging?

same no descr to #adventureruin - what there in it? (just i see it could be closemechanics to merc guild)

and could you explain how to use
#selectnation
#newnation
more clearly?
I need to make new nation using some (doesn't wan't to mod) elements of the known nation.
What must be firstand look like?

And what about
#startsite "" - there is 4 limit or 8(or 9) limit at all? (or in prov with rnd generation it could be 8+ and in home is hardcoded 4 as max?)

and please write the description to the General Modding paragraph
(5 days killed for trying to understand why my mod crashes because of using )

Edited by: guardianru

Sep 29 2013 Anchor

You should use EITHER #newnation OR #selectnation, not both. #selectnation requires you to pick a nation number and use it, #newnation does not.

Sep 30 2013 Anchor

ok, how then i can see all nation prerequisites if it is basic nation to make the copy?

Sep 30 2013 Anchor

I don't understand that question. If you create a new nation from scratch, you need to use create everything for it. Recruitment lists, god lists, magic sites, monsters, assign fortera and add any special properties to its dominion if you want those. There is no way to simply copy a nation like you can copy a monster. If you want to copy an existing nation, then you need to use the same monsters and sites and so forth for the copy as well and the start sites actually have to be new ones with the same name or things are liable to break.

Currently there is no list of nations in the kind of form that would let you see all their properties for that purpose. I may or may not add such a list to Dom4 DB if and when I have the time. Not for a long while, though.

Sep 30 2013 Anchor

By the way, it seems like the nation list in the manual doesn't quite match, idwise. I tried to give something to MA Man and it didn't, but looking around I think I found it in another nation(whose ID was 2 greater or lesser), I think.

Oct 1 2013 Anchor

Thanks Edirr, you understand all clear.

Oct 1 2013 Anchor

David88 wrote: By the way, it seems like the nation list in the manual doesn't quite match, idwise. I tried to give something to MA Man and it didn't, but looking around I think I found it in another nation(whose ID was 2 greater or lesser), I think.


MA Man should be number 37 and I believe that is correct in the manual as well.

Oct 14 2013 Anchor

Can we make this a sticky?

Oct 15 2013 Anchor

Yes, we can. It can serve as a feedback and question thread related to the manual.

wilsonmax
wilsonmax Call me "Max"
Oct 23 2013 Anchor

What is the intended scenario for the poptype modding command #cleardef? What's the use of clearing PD when there is no way to add PD units back in? Is there a mod command missing from the manual?

Oct 24 2013 Anchor

No, there's nothing missing. PD modding for poptypes just has not been added. It was requested months ago.

Nov 14 2013 Anchor

The modding manual has been updated (4.03) and can be downloaded from Illwinter's Dominions 4 page: Illwinter.com

Pymous
Pymous Mad Scientist
Nov 14 2013 Anchor

Great news :)
Thank you!

--

My dominons 4 maps:
- Atha Avin (81+10) (Wraparound)
- Biddyn (84+9) (Wraparound)
- Peliwyr (127+18) (Wraparound)

Nov 15 2013 Anchor

The link to the 4.03 manual still says version 4.0 and I can't find any of the new mod commands, sooo wrong manual maybe?

Nov 15 2013 Anchor

Scholar wrote: The link to the 4.03 manual still says version 4.0 and I can't find any of the new mod commands, sooo wrong manual maybe?


Refresh the page.

Pymous
Pymous Mad Scientist
Nov 19 2013 Anchor

Because my post turned into an edit and nobody noticed the question 4 days ago (https://www.indiedb.com/games/dominions-4-thrones-of-ascensions/forum/thread/thread-of-many-map-making-questions ) I took the permission to post is here (It's a map making question):

Pymous wrote: Another question:
- What does "Fresh water' attribute do? Does it set up coastal provinces? (Actually I don't add this attribute near "oceans", only near rivers or lacs. Should I add it near every "water" province?)


Thank you!
Pym

--

My dominons 4 maps:
- Atha Avin (81+10) (Wraparound)
- Biddyn (84+9) (Wraparound)
- Peliwyr (127+18) (Wraparound)

Nov 20 2013 Anchor

Edirr answered it on the aforementioned thread :p

Dec 2 2013 Anchor

I'm trying to use #onlygeosrc to make a ritual that's castable in sea, deep sea, and swamps. I added together the mask values for those three terrains and used that value(32+128+256=416), as the manual says I should do, but my ritual is castable in forests and mountains. What am I doing wrong here?

Dec 2 2013 Anchor

I have not tested those commands myself ever, so I don't even know what specific things they invoke. You could try the terrain mask values from the map editing guide, because they are different than the site locmask table (which was assumed to also apply to spell terrain). I'll need to ask Johan about this.

Dec 2 2013 Anchor

My observations of the data dump of the vanilla spells concur with Admiral_Aorta's observations from a modding perspective. The map terrain mask values are the right ones.

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