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December 29th, 2010, 10:42 PM
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First Lieutenant
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Join Date: Nov 2007
Posts: 749
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Thanked 28 Times in 18 Posts
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How to add heresy? Can one remove stealth or magic skill?
I'm trying to make a new unit for my mod. It's supposed to be heretical. Is there a command for adding that?
I couldn't find one, so I've been assuming there wasn't one. Accordingly, I stole some heresy from Arcoscephale's Skeptic (1071). But the skeptic is stealthy, and I later realized that I couldn't get rid of the unwanted stealth. Is it possible to remove stealth via a mod command?
I couldn't find a way, so I tried switching to a different unit: LA Pythium's Reveler (1880). This solved my problem... until I saw a commanding version of my unit. I now realize that if somebody casts Gift of Reason on that unit, an N1 mage (via the Reveler's magic skill) will result. This is rather bad for my mod. I tried to remove the N1 skill by declaring #magicskill 6 0 but it didn't work--I guess 0 has no effect there. (Also, the Reveler has a chance at getting another skill point, so I'd have to block that somehow too.) Is it possible to remove magic skill via a mod command?
I assumed not, and went searching for a heretical unit with no unwanted, nonremovable attributes, but I couldn't find any. Is there any heretical unit that isn't stealthy or skilled in magic? (I'm not especially picky about the intensity of the heresy.)
I assume there isn't one; for now I'm just going to accept the Skeptic's stealth. It doesn't really fit my unit, but it doesn't really break it either.
Making a mod for this game is quite the puzzle....
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December 30th, 2010, 03:35 AM
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Corporal
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Re: How to add heresy? Can one remove stealth or magic skill?
Have you tried #clearmagic? Make sure to put it after #copystats.
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December 30th, 2010, 11:16 AM
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First Lieutenant
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Join Date: Nov 2007
Posts: 749
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Re: How to add heresy? Can one remove stealth or magic skill?
Ah, yes, this is what #clearmagic is for! I'd only glossed over that command in the manual, before, and by the time I needed it I'd forgotten it. Thanks!
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January 1st, 2011, 02:17 AM
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Corporal
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Join Date: Nov 2010
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Re: How to add heresy? Can one remove stealth or magic skill?
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January 3rd, 2011, 09:53 AM
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Second Lieutenant
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Join Date: Sep 2008
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Re: How to add heresy? Can one remove stealth or magic skill?
Quote:
Originally Posted by Bananadine
I'm trying to make a new unit for my mod. It's supposed to be heretical. Is there a command for adding that?
I couldn't find one, so I've been assuming there wasn't one.
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At one point the progress page had indicated that it was going to be added, but the patch that followed didn't include it, so I'm assuming there was some issue making it generally available (unless it was just an oversight.) There is currently no such command.
Quote:
Originally Posted by Bananadine
Accordingly, I stole some heresy from Arcoscephale's Skeptic (1071). But the skeptic is stealthy, and I later realized that I couldn't get rid of the unwanted stealth. Is it possible to remove stealth via a mod command?
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No way that I'm aware of, short of clearing the unit entirely (which will remove the heretic condition too.)
Quote:
Originally Posted by Bananadine
...[i]went searching for a heretical unit with no unwanted, nonremovable attributes, but I couldn't find any. Is there any heretical unit that isn't stealthy or skilled in magic? (I'm not especially picky about the intensity of the heresy.)
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I'm not aware of any that that lack both stealthy and magic skills, but as others have answered, the magic skills are not an issue.
In case anyone else stumbles across this thread and determines that the (rather extreme) Heretic-3 value of reveler is too much, or doesn't want the heretic to be stealthy, the easiest way to find heretic units is using Edi's database, filtering on values > 0 in the "her" column (column BR) in the Magic section.
The units Leo (1872) and Heliodromus (1873) provide heresy values of 1 and 2 respectively, and all of their other atypical attributes (fire power, fire resistance, fire/nature magic, additional leadership, armor) can be removed using existing modding commands (see my Mistica mod where I use Leo as a base for the Master of the Occult for an example.)
AFAIK, Reveler is the only unit with Heretic 3, so you're stuck with stealthy if you want a high value like that.
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January 3rd, 2011, 11:32 AM
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First Lieutenant
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Join Date: Nov 2007
Posts: 749
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Re: How to add heresy? Can one remove stealth or magic skill?
Oh, the Reveler isn't stealthy, it was the Skeptic that had that problem. I'm staying with the Reveler and clearing its magic.
The first heretic I thought of was actually Belphegor at Heretic 5, due to my recent contacts with him in multiplayer games. But he's full of hard-to-remove qualities, so it didn't take me long to rule him out and go searching for a less powerful heretic.
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January 11th, 2011, 09:04 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: How to add heresy? Can one remove stealth or magic skill?
If the heretic attribute was supposed to be activated by some patch, it's just more likely that it was forgotten or overlooked.
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January 11th, 2011, 04:46 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: How to add heresy? Can one remove stealth or magic skill?
It's now been added for the next patch!
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January 11th, 2011, 05:30 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: How to add heresy? Can one remove stealth or magic skill?
Indeed.
You only need wait until we get the kinks tested out of the new patch version and when it goes public, there shall be no more need to tinker with copystatting existing heretic units.
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