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-   -   Mod Advice (http://forum.shrapnelgames.com/showthread.php?t=34350)

HoneyBadger April 22nd, 2007 12:44 AM

Mod Advice
 
I had a mod question and I realized that there doesn't seem to be a thread for posting questions related directly to utilizing the mechanics of the modding abilities already present in the game.
Maybe there is one and I missed it, but oh well. So, this is the place for that.

If you want to do something in a mod, but aren't sure if it's possible, or don't know how to do it, post it here and hopefully the rest of us can figure out how to make it work. If it won't work, it won't work, and maybe we can figure that out before it results in the loss of one person's precious time.

PLEASE NOTE: This is NOT the thread for discussing whether or not what someone wants to do in a mod is a GOOD idea or a BAD idea. It's their copy of the game and their mod, they can do whatever silly thing pops into their silly head, and so can you. Unless it's going to crash a game, cause a fire, or increase global warming, please don't give opinions on the questions asked. There are no stupid questions!!! (Atleast, not in this thread). If you really don't like somebody's idea, feel free to ***** at them in another thread, just don't do it here.

However-that said, their *are* stupid answers-and if you disagree with an answer to a modding inquiry, you're free to argue it here, as long as the arguments follow the rules of the forum (no flamewars, etc.) and atleast make a half-hearted attempt to occasionally touch on the topic of the thread.

Enjoy!

HoneyBadger April 22nd, 2007 12:46 AM

Re: Mod Advice
 
First question: is it possible to create a national spell that replaces 1 unit with another unit?

Foodstamp April 22nd, 2007 12:52 AM

Re: Mod Advice
 
Quote:

HoneyBadger said:
First question: is it possible to create a national spell that replaces 1 unit with another unit?

I have not messed with these spells, but this is probably possible by changing the outcome units in twiceborn and polymorph.

HoneyBadger April 22nd, 2007 01:15 AM

Re: Mod Advice
 
That's what I want to avoid though. I want to make a new, clean spell that doesn't take away from spells already present.

Juzza April 22nd, 2007 02:08 AM

Re: Mod Advice
 
I'm not sure, but you might be able to #copyspell

HoneyBadger April 22nd, 2007 02:29 AM

Re: Mod Advice
 
That might work, but wouldn't copying a spell still require replacing the unit the original spell transformed the unit into, in order to get a new one?

HoneyBadger April 22nd, 2007 02:32 AM

Re: Mod Advice
 
What I'm trying to do is to create a spell that gives a Niefel Jarl an ice-drake mount(a big one)-and I figure the way to do that is to make a spell that replaces a foot-jarl unit with a mounted jarl unit.

Sombre April 22nd, 2007 03:16 AM

Re: Mod Advice
 
Pretty sure you can't do that.

Amos April 22nd, 2007 04:59 AM

Re: Mod Advice
 
You will need to and from #damage and thats not possible yet. If you want the Jarl to change 1 time only use a one sided Change Shape on him.

Juzza April 22nd, 2007 05:19 AM

Re: Mod Advice
 
If I were you I wouldn't worry about being so specific about things, just make it a new creature no ones gonna complain because it seems a little bit un realistic where that jarl came from, well I won't!


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