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Old May 13th, 2010, 04:28 AM
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Burnsaber Burnsaber is offline
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Default Re: unit attribute questions for modding

Quote:
Originally Posted by lyze View Post
I'm playing around with making a custom nation and have run across a couple things. I've been unable to find a master list of all the attributes that can be added to a unit. I've checked the modding documentation that came with the game and gleaned a bit from other people's mods but I can't find the attribute to transport units into other environments, like the Sea Kings underwater transport ability. I tried #uwtransport 10 and that doesn't seem to be it (that was a pretty big guess in the dark for me).

Would anyone know the attribute for commanders that can transport other troops, either underwater or granting fly? Also is there a masterlist of all the attributes anywhere? I've tried searching the forums but I don't think I'm searching the right terms.
The way to do it is to use #copystats on a unit that has the trait you are looking for and then writing over all of his stats so that the #copystatted monster becomes the dude you are rying to make. Here is the list of monsters with UW transport in vanilla. You should try to pick a unit that has as few tags as possible, because you can't get rid of, say, Dagons "Trample" attribute. Son of the Dragon King is a prime target, as is the "Son of the Sea" pretender -> Although if you use the Son of the Sea remember to disable his "pretenderness" by makig a #restricted god for the independents (basically disabling the copy as a preender.)

Quote:
Originally Posted by Swan View Post
Quote:
Modding is 60% coding, 30% compromising and 10% clever hacks
For example a commander with water-transport function can be created by giving to a commander a water-transporting item.
All the tag you can give to a commander are either in the manual or in the modder wishlist, also the modding tips and tricks thread is a good read on this topic
You can't give magic items to commanders with modding tools (except for weapons and armor).
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