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October 21st, 2006, 11:14 PM
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Corporal
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Join Date: Feb 2004
Location: netherlands
Posts: 73
Thanks: 0
Thanked 1 Time in 1 Post
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Broken commands?
Looks like #maxage and #siegebonus do not work for me, anyone has any experience with these?
If you managed to have them working, can you please post a piece of code that includes them, as an example?
Thanks!
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October 22nd, 2006, 12:39 AM
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Captain
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Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
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Re: Broken commands?
They are broken. #older , #startage and #castledef as well.
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October 22nd, 2006, 04:40 AM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvink��, Finland
Posts: 2,703
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Broken commands?
#nratt
__________________
"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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October 22nd, 2006, 07:44 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: Broken commands?
I am not 100% sure on this one yet, some more testing needs to be done...
It seems like #custommagic doesn't work properly.
Assigning a 10% chance for a magic path did not seem to work over dozens of tries. Could have been badluck, so I was wondering if anyone else noticed or could verify this. If it is bugged, I am thinking it only works when someone assigns 100% chance to gain a random path.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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October 22nd, 2006, 12:20 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Broken commands?
Im still testing but I really cannot get
--mapbcol
--mapsbcol
to work the way I think they should.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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October 22nd, 2006, 02:24 PM
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Captain
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Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
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Re: Broken commands?
#secondaryeffect for custom weapons doesn't work. #aoe for custom weapons doesn't work. #fire,cold,shock for custom weapons doesn't work. #dt_demon doesn't work. #awe is -1 of what you assign. #prot on head armor is /2 of what you assign.
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October 25th, 2006, 07:39 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 559
Thanks: 0
Thanked 4 Times in 2 Posts
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Re: Broken commands?
Does anyone have a workaround for the complete fubar that is the maxage and startage commands?
As soon as you monkey with the magic on a unit it insists upon recalculating the unit's age and the ages it spits out are crazy (48 out of 48 for a character with no higher than a 1 in a magic path), and when you bust out any of the age modifying commands it gets really crazy (13 out of zero for example).
Argh.
-Frank
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October 25th, 2006, 08:30 PM
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Captain
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Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
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Re: Broken commands?
Add #heal and/or a couple of nature magic to get higher max age.
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October 29th, 2006, 03:15 PM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
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Re: Broken commands?
Plenty of mod commands are fixed in the patch now.
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