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July 14th, 2008, 02:45 PM
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Shrapnel Fanatic
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Re: Can a mod limit castle construction?
Nahh Im more interested in the conversation than the answers.
Maybe Xietor will. Or maybe I will after I work on some of my projects.
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-- 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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July 14th, 2008, 03:40 PM
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Lieutenant General
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Re: Can a mod limit castle construction?
I second Gandalfs remark that the conversation > answers  (my answer was wrong it seems  )
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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July 14th, 2008, 04:49 PM
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BANNED USER
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Re: Can a mod limit castle construction?
Well then neither of you are getting any more answers from me.
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July 14th, 2008, 05:55 PM
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Shrapnel Fanatic
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Re: Can a mod limit castle construction?
What good are experts then?
If I ironed this out myself it would end up like many other answers Ive done. It would become a cool working version of problem on my machine that I forget to tell anyone about.
Im having enough trouble with that at the moment in testing out map commands like #defence for patrolling, and #god for local game vs network quirks, and #computerplayer (same quirks).
Public conversation is good (even if it does happen ouutside of IRC). I just brought up some variants that I thought you might have an answer already for. Im too old for you to teach me proper methodology now. 
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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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July 14th, 2008, 06:01 PM
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Re: Can a mod limit castle construction?
I don't mind talking through problems with mods or how to bodge certain things using the existing mod commands.
But it's a waste of time for me to repeat stuff that's in the mod manual if you refuse to look in the mod manual because you don't actually want the answer.
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July 14th, 2008, 07:14 PM
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Re: Can a mod limit castle construction?
Granted.
So this is the mod manual that came with the game?
Is that still up to date?
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-- 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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July 15th, 2008, 03:04 AM
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Re: Can a mod limit castle construction?
The one that came with the game is up to date wrt the fort commands, but they are scattered all through the nation modding section. Download the Unofficial Reorganized Mod Manual v3.17 from the trhead linked in my sig, that has them all in their own subsection. The UORMM will become the official manual in the next patch, so taking a look at it will give you a headstart in using the new document.
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July 15th, 2008, 12:38 PM
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Re: Can a mod limit castle construction?
That must keep you dancing with the continual flow of new mod commands that keep coming out 
Thanks.
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July 15th, 2008, 07:20 PM
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Shrapnel Fanatic
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Re: Can a mod limit castle construction?
Basic Hack Rule #321:
Test all programmers lists. Particularly if they start with 1 instead of 0.
The Fortresses Chart says they run 1-43
However (at least in map commands) zero does work. The list of forts inside the Dom3 program seems to call it "none". No picture appears and a split between internal and external guards just appear together in the province. It appears to be a way of saying fort, without assigning a fort. Thats not uncommon in programming. But the results are the same for fort 666 so it might just be a fluke.
44 seems to be a partially done castle. It puts a picture there, and divides defender/patroller. But it crashes the game if you try to look at it. I wouldnt use it.
45 is VERY interesting. It creates an info button but calls the castle NULL (computer programmer for nothing). The admin is 0, the supplies are 0, the time to build is 0, and the defence is 0, but the cost is 200. It crashes due to not having a screen for combat so if a .d3m file was selected for it then it might work.
So far I think testing "Fort 0" is worth trying.
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-- 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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