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March 16th, 2009, 01:17 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
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Re: Modding Help
Quote:
Originally Posted by chrispedersen
modding can be an exercise in patience.. I do suggest that after substantive changes, change the version number, unload the mod exit dominions, reload the mod.
That has fixed a lot of screwy behavior for me.
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Actually, all you need to do is exit out of your current instance of dom, and restart it. At least that's all I do, and it works :9
I have the note pad open, and I save the mod, then I reload dominions. My experience has been that it some things are set at start, some things are set at making a new turn (like hitpoints) and some things are set when the nation is loaded. There's a noticeable pause when the game loads with a slightly different mod file and it's reading it in again.
Jazzepi
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March 16th, 2009, 01:52 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
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Re: Modding Help
Quote:
Originally Posted by Sombre
There are no bugs relating to fort type settings afaik, so recheck what you typed against the mod manual and reload the mod I guess.
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It's pretty clear there's an error here, to me. Something with how the "default" setting is interacting with the "forest" setting (among others).
My assumption was that default would only kick in when one of the other ones weren't defined, but this is clearly not the case. If I do this...
1 = Simple Hillfort
5 = Swamp City
32 = Ramparts
7 = Motte-and-Bailey
26 = Dead City
#startfort 5
#mountainfort 32
#forestfort 7
#defaultfort 26
Then dead cities should show up as a build option in every province except for mountains and forests. For some reason I get Simple Hillfort (1) in plains or wastes. Motte-and-baily (7) in forest/plains. Motte-and-Baily (7) in forest and Ramparts in mountains .
If I do this in the mod file...
#startfort 5
#defaultfort 26
#mountainfort 32
#forestfort 7
Hmm. That seems to work. I guess you just have to put the default fort directly after startfort.
I love undocumented requirements D:
Jazzepi
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March 17th, 2009, 02:06 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Re: Modding Help
if we have user docs on this.. could that be put in it?
As well as burnsabers...note on holy (only) being copied to be scripted?
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March 17th, 2009, 02:22 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
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Re: Modding Help
Quick question.
Is there a way to remove pretenders from those offered during nation creation? It seems all you can do is add custom pretenders (or pretenders from other nations), but not take away the "default" set of pretenders that come with a basic nation.
This seems to be the default set.
Oracle, Fountain of Blood, Wyrm, Titan, PoD, Master Lich, Manticore, Cyclops, Phoenix, Lich, Ghost King, Red/blue/green Dragon, freak lord, arch mage, crone, frost father, great sage, master druid, great enchantress, vampire Queen
Jazzepi
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March 17th, 2009, 02:32 PM
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BANNED USER
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Join Date: May 2004
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Re: Modding Help
Not real time effective, but there is a way.
Restrict the orginal pretender to an independent nation (like 25)
Copy the pretenders.
Restrict each copy to the nation you want to have them.
So you will have to make .. oh 20something copies for each pretender.
So copy1: nations 17, 67, 23
copy2: nations 18, 19,20 whatever.
Blech.
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March 17th, 2009, 04:37 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
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Re: Modding Help
Running into another strange problem. Tried to do some forum searching and came up with nothing.
Trying to add the Dracolich (unit #644)/ Bog Mummy (unit #645) to my pretender selection and no matter what I do I can't get him to come up as a choice. I've added two other pretenders that /DO NOT/ have multiple forms, so it has to be something with that.
I've tried to add both forms, I've tried adding one and not the other both ways, but nothing seems to work.
Jazzepi
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March 24th, 2009, 11:30 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
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Re: Modding Help
Question : When I'm making a graphic for a new unit sprite, is there any particular size that the canvas/image has to be? I looked a few of the extractions and they were of a large variety of sizes.
Jazzepi
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March 25th, 2009, 12:10 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: Modding Help
I haven't run into any trouble with canvas size. I think that the game automatically resizes them.
Nevertheless, I usually start my graphic work by taking a excisting and working graphic and then just erasing the unit. But that's mostly because my GIMP skills are weak (I can't even manage to enlarge the canvas if it's too small).
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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March 25th, 2009, 04:51 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Modding Help
It outlines the sizes to use in the modding manual.
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