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Yet More Mod Questions
Hello, might you help me with these?....
1. Must the Castle Defense Bonus be a full integer, and must it be positive? (Reason: I want most/all members of this new race to be bad castle defenders, but since I cannot find a "reduce strength by 5 for castle defense purposes" command (no wonder), I thought I would give them a Bonus of -0.5. However, I also cant find the bonus command for this -- I can find the #siegebonus, but not castle defense. Any tips? 2. How did the Dev Team mod those Oceania chaps to be Stealthy only in water -- it seems there *IS* a terrain-dependent stealth command (goody!), but I cant find it. 3. How I can I mod shortbows (or whatever) to be Poison Arrows (normal arrow damage + weak poison or strong poison)? 4. Is #heal recuperation? 5. How do you mod units so that they are capital only? 6. How do you mod a nation's starting spells? 7. How can I create and determine a nation's heroes? Thank you |
Re: Yet More Mod Questions
>> 2. How did the Dev...
Oceania unit transforms to another unit, which is not stealthy, when it enters land. There is not terrain-dependent stealth command, AFAIK. >>4. Is #heal recuperation? Yes >>5. How do you mod units so that they are capital only? Use units which can be recruited from magic sites. 'Halls of Andvare' or other national sites depenging on which nation you are going to replace. >>7. How can I create and determine a nation's heroes? Use replaced nations heroes. #selectmonster XXX and change their stats. |
Re: Yet More Mod Questions
1. Castle Defence Bonus (-0.5)
I don't think I have seen negative castle defence bonuses, but try it. It might work. Being mindless would make them poor at defending, but I don't remember anything else atm. 2. Oceania Stealthy only in water? Oceania has two times the units shown: first ones are the units underwater (with stealth), others them on land (without stealth). This could be much bigger chance, like from Lobster-riding Arch Mage to mere Arch Mage. 3. How I can I mod shortbows (or whatever) to be Poison Arrows (normal arrow damage + weak poison or strong poison)? 4.26 #secondaryeffect <effect nbr> This secondary effect will affect anyone harmed by the weapon. See table 7. 4.27 #secondaryeffectalways <effect nbr> This secondary effect will affect anyone attacked by the weapon, no matter if it was a hit or not. See table 7. Only one of #secondaryeffectalways and #secondaryeffect can be used. Table 7: <font class="small">Code:</font><hr /><pre> Effect nbr Type of effect 50 Weak Poison 51 Strong Poison 52 Death Poison 53 Delibitative Poison 54 Paralyzing Poison </pre><hr /> 4. Is #heal recuperation? Yes. (Haven't tested, but should be by the dscription.) 5. How do you mod units so that they are capital only? By rewriting units of a site that allows recruiting them, and adding that site as a starting site. National starting sites of the nation to be replaced are best, because then you (or your enemies!) won't be able to recruit Super Hyper Necromancer from every Library. 6. How do you mod a nation's starting spells? 9.3 #school <school nbr> Magic school for this spell. If school number is -2, the spell is national spell. 9.4 #researchlevel <level> Exception: If the school is -2 the level is the number of the nation However, this removes the spell from the list of researchable spells. If the spell is added in the map (#startspell or similar), this doesn't happen (IIRC, it's a long time since I have seen that used). 7. How can I create and determine a nation's heroes? You can't add any new heroes, but can replace existing national heroes. Except for their name, unless 7.45 #nametype <name type nbr> can be used. You can remove all heroes by #clearheroes. |
Re: Yet More Mod Questions
Oooh thankee thankee thankee!
Sorry for my denseness -- but what is the commande for castle defense bonus and where can I find that? And with the national troops -- ok, great. I am still slightly confused about that, perhaps you can help me? - The nation I am doing will probably end up replacing Man or Pan (best thematically would be Mictlan, but their God choices would be wrong), so that means I would get, say, the Grove etc. as starting sites, and I could then recruit Pans. Then I would change the Pans etc. into the units I make. OK so far. But - They will look wrong. (I was hoping to mod only existing monsters since I cannot draw worth dung.) - I dont want this nation to have Pan's gem income, but rather a completey different one (namely: 2N 1a1f1e). - Heroes: Does that mean I must choose the same number of heroes? - Heroes question2: Can I find out those monster numbers? (Otherwise I would have to make a test game and host indefinately until all heroes showed up...) THANKS SO MUCH!! |
Re: Yet More Mod Questions
Oh and one last thing I forgot: Can I mod a command "summons allies" and then specify the monster which it summons? (I hope so.)
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Re: Yet More Mod Questions
You cannot mod the summoned allies AFAIK http://forum.shrapnelgames.com/images/smilies/frown.gif .
You also can't mod new spells or new summoned monsters http://forum.shrapnelgames.com/images/smilies/frown.gif Heroes-numbers can be found out in Edis unit_ID document http://forum.shrapnelgames.com/images/smilies/happy.gif . Use this for clearing sites : 12.25 #clearsites Clears all start sites for this nation. Then feel free to add as many sites as you want with this command : 12.26 #startsite �site name� Adds a start site for this nation. Table 15 shows some suitable start sites. All sitenames can be found in Edis Sites.xls . You have unfortunately to chose the national heros only , so you can't get more then the nation gets . I can't make 9 Nazgul heros for my mordor mod e.g. http://forum.shrapnelgames.com/images/smilies/frown.gif . And most evil you have to make unitgraphics . This is the part that takes longest . I am experimenting around there atm by testing various programs because paint is complicated because it can't save as targaformat afaik . I can't draw neither but you should find with some patience somewhere fitting pictures of the new creatures you have in mind . |
Re: Yet More Mod Questions
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Re: Yet More Mod Questions
Thanks!
Can I rephrase yet again.... Look, I want to make at least 2-3 units recruitable in CAPITAL ONLY. So therefore, I need to give my nation a site in which I can recruit certain units, and then find those units and mod them, right? So I need to find a site which has the right *number* of recruitable units, but also the right number and type of gems, and mod that, right?? Is that possible? thanks so much, boy am I bad at this, but I think the mod will end up being very good, if not quite so neat as I had hoped (since a lot of the goodies I wanted to do are not yet possible) |
Re: Yet More Mod Questions
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Re: Yet More Mod Questions
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I downloaded today gimp and it is very good . It is for free so you should download it also to start making your units http://forum.shrapnelgames.com/images/smilies/happy.gif |
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