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November 9th, 2006, 12:21 AM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
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Testmod/-map for combat tests/checking spells
I made this mod during the beta to be able to easier try out various lategame stuff.
I added 8 new monsters which generate gems and research points for you. Then i preplaced those gem generators on the glory of gods map for 2 predefined nations, i used early era niefelheim and mictlan. You can change these nations to any nation you want to test.
Those 2 nations start 2 provinces away each other.
They both have twenty 10-all path rainbows and enough gemgenerators to get 1000 gems of each kind each turn.
Also the gemgenerators generate enough rp to research all spells in 1 turn.
So in only a few turns you can try out almost anything you want to try out like testing how some AQs/Tartarians etc. with uniques work vs. a horde of uberblessed sacreds for example.
Installing:
Unzip, then put the .map file into your map subfolder and the .dm file in your mod subfolder.
Usage:
Start a new game on Glory of Gods Boron's testmap version in early era with Niefelheim and Mictlan.
If you want to use other nations to try out other nation specific summon spells for example just open the mapedit.pdf to find the nation numbers and then open glorytest.map. Search for specstart and owner and replace those nation numbers with the nations you want to try out instead.
Hope some of you find this mod useful, enjoy
Last edited by lch; August 27th, 2008 at 11:08 AM..
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November 9th, 2006, 06:02 AM
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Sergeant
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Join Date: Feb 2004
Location: Germany
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Re: Testmod/-map for combat tests/checking spells
Sounds good, thx
CharonJr
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November 9th, 2006, 06:51 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Testmod/-map for combat tests/checking spells
Heh. My testmod is much simpler. Wish to Alter 0, Astral 1, 1 gem, eidt .dm to copy & paste and change spell name when needed. Send Horror for Horror testing, Bind Demon Lord for testing them (it still doesn't age the caster), Call the Eater of the Dead, etc. Your is a bit more sophisticated.
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November 9th, 2006, 03:37 PM
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General
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Join Date: Nov 2000
Posts: 3,013
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Re: Testmod/-map for combat tests/checking spells
Quote:
Endoperez said:
Bind Demon Lord for testing them (it still doesn't age the caster),
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Is it supposed to? The demon lords are so unimpressive that I can't imagine why such a condition would be necessary. They can't even take on an AI army without expensive equipment.
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November 9th, 2006, 07:01 AM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
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Thanked 7 Times in 6 Posts
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Re: Testmod/-map for combat tests/checking spells
Thanks, i had something equal in Dom2 and its very useful.
Funny:
Hosting my first turn took about 5 minutes on my laptop because i had a battle and each battleround needs 30 seconds.
Viewing the turn i saw that some randoms attacked my hundreds of Air1 commanders. Its quite fun to see when all the commanders cast Air Shield.
Maybe you should add a fortress so there can't be any battles.
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November 9th, 2006, 01:34 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
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Re: Testmod/-map for combat tests/checking spells
Quote:
calmon said:
Thanks, i had something equal in Dom2 and its very useful.
Funny:
Hosting my first turn took about 5 minutes on my laptop because i had a battle and each battleround needs 30 seconds.
Viewing the turn i saw that some randoms attacked my hundreds of Air1 commanders. Its quite fun to see when all the commanders cast Air Shield.
Maybe you should add a fortress so there can't be any battles.
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Good idea, updated the map, now those two provinces are fortified .
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November 9th, 2006, 03:37 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Re: Testmod/-map for combat tests/checking spells
Sorry to be a pain but is there any way you (or some-one else) could add a .zip file as well? my computer is allergic to .rar files...
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November 9th, 2006, 03:41 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
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Re: Testmod/-map for combat tests/checking spells
Quote:
Shovah32 said:
Sorry to be a pain but is there any way you (or some-one else) could add a .zip file as well? my computer is allergic to .rar files...
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No problem.
Attached as .zip to this post .
If it doesn't work post again, then i try something else, because i zipped it with a very old version of winzip because i find winrar more useful. So i hope it works, if not post again or pm me and i try to send it as email instead where you can attach the files directly too .
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December 28th, 2006, 08:53 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Testmod/-map for combat tests/checking spells
It doesn't work with 3.04, nations id have changed (Ermor 1 Ulm 2 instead of 7 and 17)...
Even with that changed the gem generator mod doesn't work for me, there may be a problem with monster id 1801-1805, I thought there were only 1760 or so !
Boron did you have an update or can you just tell how to change it ?
Edit : -- FORGET IT it works Ok, I don't know what I did to make it buggy last time --
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January 2nd, 2007, 10:42 PM
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Sergeant
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Join Date: Jan 2004
Location: athens, georgia
Posts: 274
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Re: Testmod/-map for combat tests/checking spells
Many thanks Boron!
__________________
--Uh-Nu-Buh, Fire/Death
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