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October 8th, 2006, 07:36 PM
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Private
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Join Date: Mar 2005
Posts: 35
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Modding commands for national fort selection?
Anyone know what these are or if it's even possible? Seems pretty essential for modding a new or existing nation givin the current Fort functionality. I've looked around a bit and haven't found any specific commands for this so if someone could help out it would be appreciated.
Thanks,
Resok
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October 8th, 2006, 11:05 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: Modding commands for national fort selection?
They are listed in the modding.pdf contained in your doc folder. A couple of examples are "#startfort <fort nbr>" and "#farmfort <fort nbr>". I believe the table with the fort numbers are in the mapedit.pdf.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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October 9th, 2006, 04:30 AM
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Second Lieutenant
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Join Date: Sep 2004
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Re: Modding commands for national fort selection?
The numbers are:
1 Hill Fort
2 Fortress
3 Fortified City
4 Tel City
5 Swamp City
6 Peg Castle
7 Motte and Bailey
8 Citadel
9 Mountain Citadel
10 Fortress
11 Swamp Fort
12 Kelp Fortress
13 Kelp Citadel
14 Dark Citadel
15 Cave City
16 Cave Castle
17 Wizard's Tower
18 Dark Citadel
19 Living Castle
20 River Fortress
21 Jervellan Wall
22 Archaic Fortress
23 Firbolg Fortress
24 Crystal Citadel
25 Obsidian Citadel
26 Dead City
27 Ermorian Castle
28 Ermorian Citadel
Supposedly Fort Numbers go from 1-20, but 21 through 28 have 1:1 correspondance with these other fortresses which totally exist. I don't know what the deal there is.
-Frank
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October 9th, 2006, 05:40 AM
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Lieutenant General
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Join Date: Dec 2000
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Re: Modding commands for national fort selection?
Probably added later. I was surprised myself to see so many forts in game.
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October 9th, 2006, 05:49 AM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvink��, Finland
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Re: Modding commands for national fort selection?
What does "Tel City" mean?
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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October 9th, 2006, 06:12 AM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
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Re: Modding commands for national fort selection?
Quote:
> The only meaning I can think of is the word "Tel" in hebrew, which would make a "Tel City" into a city on a small mountain.
A Tel City is indeed a hill city. The tel is originally a man made hill of layer upon layer of ancient cities. A hill of ruins so to speak.
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This is from KO in the Unforgiving Princess AAR
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I'm in the IDF. (So any new reply by me is a very rare event.)
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October 9th, 2006, 06:45 AM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvink��, Finland
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Re: Modding commands for national fort selection?
Oooh, I see.
__________________
"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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October 9th, 2006, 11:41 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Modding commands for national fort selection?
Speaking of forts, anyone noticed if nations now get lucky / screwed on their starting fort because of start province? Start on one province type, get a fortified city, start on another province type, get a Motte and Bailey?
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Wormwood and wine, and the bitter taste of ashes.
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October 9th, 2006, 11:50 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Modding commands for national fort selection?
Starting fort is always of the same type, AFAIK. And in fact, also according to the manual. I got it today.
As an example, LA Patala (monkeys) starts with a Jeweled City, and build Fortified Cities, Hillforts and Swamp Forts elsewhere.
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October 15th, 2006, 01:00 AM
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Captain
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Join Date: Feb 2005
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Re: Modding commands for national fort selection?
Another number:
29 is Woodland Citadel.
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