4th yield: magic

c.fe

Warlord
Joined
Sep 20, 2003
Messages
133
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Germany
In memory of "Master Of Magic" and with help of the SDK I created a 4th yield (besides food, production and commerce). And it worked :) .

But it it's neither shown on the map nor in the city view. But it's there, the tooltip confirms it. Although it does nothing useful (yet).

A screenshot:
 

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Fancy! I'm really excited by the SDK stuff, and I like how you modified the science beaker.
 
I've expanded the original a bit. Now the magic of every city is collected in a pool. You can read it via python just like you can read your treasure, i.e.:
For your gold exist getGold(), setGold(int), changeGold(int) and getGoldPerTurn()
So for magic the equivalents are getMagic(), setMagic(), etc.

So one could now implement spells with python an let them use these methods. I've made another screenshot, it can be found here.
 
woodelf said:
Any luck getting the icon to show up on the tiles?

No, I suppose it's connected to the nif files (Art/Interface/Symbols/Commerce/commerce0?.nif), but I have no experience in 3D and no 3DMax, so I think I won't reveal their mystery. But if anybody does that would be quite nice. :D *hint*
 
Dual said:
Wow, that's awesome! Being able to collect magic points would be great for the Final Fantasy magic I'm wanting to add to my game too.

I you want to, I can give it to you. I consider three ways to go:

  1. Release it now for others to base their work on it. Just change it to fix bugs or make small enhancements.
  2. Develop it further. Add more features. These features would probably go in the direction of "Master Of Magic".
  3. Make a (community) fantasy meta mod. This would not really be a mod, but modifications of the engine to ease and expand the modding capabilities with respect to the fantasy theme. This could perhaps could be done in a team like the planned "Community Enhancement Project".

Any opinions?
 
Well that's up to you. I can see it being used for stuff other than mana/magic as well. It might have a use as "Psi" power in our sci fi mod depending on how your work goes.
 
c.fe said:
I you want to, I can give it to you. I consider three ways to go:

  1. Release it now for others to base their work on it. Just change it to fix bugs or make small enhancements.
  2. Develop it further. Add more features. These features would probably go in the direction of "Master Of Magic".
  3. Make a (community) fantasy meta mod. This would not really be a mod, but modifications of the engine to ease and expand the modding capabilities with respect to the fantasy theme. This could perhaps could be done in a team like the planned "Community Enhancement Project".

Any opinions?

I don't know C++, so I probably wouldn't be able to do anything with what you have now, would I? I'm just excited over the idea of including what you're making in the XML and Python (which I can program in a bit) when you finish down the line. :D

If you are willing to keep working on it, it would be great if you went with option 2 or 3 you listed. I can adapt my Final Fantasy stuff to whatever magic system you come up with in the end. :)
 
Id like to have a look at the source code once its bugfree. So I can learn how to do it myself. But I might just find out on my own in the end anyways, but that would help.
 
Dual said:
I don't know C++, so I probably wouldn't be able to do anything with what you have now, would I? I'm just excited over the idea of including what you're making in the XML and Python (which I can program in a bit) when you finish down the line. :D

You could in fact use it right now. You just have to put the Dll in the Assets folder and to adjust your XML files a bit.
 
c.fe said:
No, I suppose it's connected to the nif files (Art/Interface/Symbols/Commerce/commerce0?.nif), but I have no experience in 3D and no 3DMax, so I think I won't reveal their mystery. But if anybody does that would be quite nice. :D *hint*

If that is what you need... You'll have to edit the magic_be01.dds to magic_be05.dds yourself as i don't have your symbol but otherwise it should work.

EDIT: I'm not sure how the placement of the symbols within the tile is handled. There might be a problem there, but you'll simply have to try.
 

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Chalid said:
If that is what you need... You'll have to edit the magic_be01.dds to magic_be05.dds yourself as i don't have your symbol but otherwise it should work.

EDIT: I'm not sure how the placement of the symbols within the tile is handled. There might be a problem there, but you'll simply have to try.

Thanks alot. But unfortunatly it doesn't work. If there's no hint in the nif file how the placement is handled I will have to look at the code. Again :crazyeye: . Well perhaps I find something this time...

But thanks again - what exactly did you do?
 
c.fe said:
You could in fact use it right now. You just have to put the Dll in the Assets folder and to adjust your XML files a bit.

Oh, cool. :D If you want to post it then, that would be great. I'm sure other people could find a use for it too.

I still think you should keep developing it though, if you want. You could make quite an interesting mod from this.
 
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