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  #141  
Old November 16th, 2010, 06:48 PM

Zogundar Zogundar is offline
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Default Re: Remove Curses and Horror Marks?

Oh and when changing the secondary effect, can't I just give it a value of 0 or some other non-weapon number?
*EDIT*
And also when changing the weapons for units.. how do I go about that? Do I need to list four weapons to overwrite what was already there? And do I need a weapon, or can I use a 0?

Last edited by Zogundar; November 16th, 2010 at 07:08 PM..
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  #142  
Old November 17th, 2010, 09:29 AM
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Stavis_L Stavis_L is offline
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Default Re: Remove Curses and Horror Marks?

Quote:
Originally Posted by Zogundar View Post
To double check on sites: I'm seeing conflicting reports. Some of you said you can overwrite, others say you can only delete.

Here's one example of what I've done so far:

Code:
#selectsite 492
#path 7
#level 2
#rarity 2
#loc 223
#gems 5 1
#end
Would this have the desired effect, or do I need to add the #clear tag? You can add stuff -after- #clear, right?
You could handle this a couple of ways. If you just want to remove the site, the easiest way is to set the rarity to 5 so it never gets randomly assigned.

If you want to keep the site but remove the horror marking/cursing effect (and not that I'm not 100% sure this will work if the effects are hard coded to the site number) then you'd want to do:

Code:
 
#selectsite 123 --whatever site you're modding
#clear
-- add back whatever other attributes you want
#end
You *might* need to use the #clear command as a separate step, e.g.:

Code:
 
#selectsite 123 --whatever site you're modding
#clear
#end

#selectsite 123 --whatever site you're modding
-- add back whatever other attributes you want
#end
That's not normally necessary, but since this is one of the special effects, it might work if doing all in one operation doesn't (I only say that because that trick works when removing OKLEADER from copystatted units.)

If the above still doesn't work, then the effects are hard coded to the site number, and you'll need to remove it (but you could add back in a new site with the same name/other attributes, if you want):

Code:
 
#selectsite 123 --whatever site you're modding
#rarity 5
#end

#newsite 999 --choose an empty site number
-- add whatever other attributes of the site you disabled you want
#end
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  #143  
Old November 17th, 2010, 09:39 AM
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Default Re: Remove Curses and Horror Marks?

Quote:
Originally Posted by Zogundar View Post
Oh and when changing the secondary effect, can't I just give it a value of 0 or some other non-weapon number?
*EDIT*
And also when changing the weapons for units.. how do I go about that? Do I need to list four weapons to overwrite what was already there? And do I need a weapon, or can I use a 0?
Best way to find out is to try it. For that, you'll want to see the modified unit; easiest way to do that is to use map modding to place a commander version of the unit in the starting province of your nation. Something like (assuming you're modding unit 123):

Code:
#specstart 0 1 --start EA Arco (nation 0) in province 1.  

-- place a commander of unit type 123 in province 1
#setland 1
#commander 123
Just add the above in at the bottom of the map and choose EA Arco to start a test game. Of course, you'll need to make sure province 1 is a land province, but otherwise any normal map should work.

BTW, weapons 0 is "Nothing" and usually works to clear a weapon, but I haven't tried it for removing a secondaryeffect. I'd expect it to work, but if not, you could just create a whole new weapon that has the same base attributes, but no secondary effect specified.
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  #144  
Old November 17th, 2010, 04:56 PM

Zogundar Zogundar is offline
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Default Re: Remove Curses and Horror Marks?

So far I haven't been able to get the weapons to change at all. Weapon 0 isn't clearing the existing weapons, or changing them. I've tried listing as many as 7 weapons and the base weapons remain (At least in the debug mod I've been using.)

And removing items from the construction list doesn't seem to work either. :/

..and I can't get your mod to work. I tried it in the Aran map, but I didn't start in Province 1 (Which was land!) nor did I get unit 123.
*edit*
Oh, that's -map- modding. No wonder that last one didn't work.

Last edited by Zogundar; November 17th, 2010 at 05:07 PM..
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  #145  
Old November 17th, 2010, 05:37 PM
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Default Re: Remove Curses and Horror Marks?

Quote:
Originally Posted by Zogundar View Post
So far I haven't been able to get the weapons to change at all. Weapon 0 isn't clearing the existing weapons, or changing them. I've tried listing as many as 7 weapons and the base weapons remain (At least in the debug mod I've been using.)

And removing items from the construction list doesn't seem to work either. :/

..and I can't get your mod to work. I tried it in the Aran map, but I didn't start in Province 1 (Which was land!) nor did I get unit 123.
*edit*
Oh, that's -map- modding. No wonder that last one didn't work.
Yah, the commander thing is for map modding. It's just so you can see your change easily.

Quick question - are you closing the game (the entire program, not an individual game session) in between modifications to your .DM file? Note that the program only reads the mods when it's starting, so if you change the mod after the program is started, it won't "notice".

Also - are you sure you've enabled your mod in the preferences menu?

If you try this:

Code:
#selectmonster 307 -- lesser horror
#weapon "nothing"
#weapon "nothing"
#end

#selectmonster 307 -- lesser horror
#weapon "claw"
#end
...does that change anything?
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Micro-mods by me you might find useful:
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  #146  
Old November 17th, 2010, 06:11 PM

Zogundar Zogundar is offline
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Default Re: Remove Curses and Horror Marks?

Quote:
Originally Posted by Stavis_L View Post
Quick question - are you closing the game (the entire program, not an individual game session) in between modifications to your .DM file? Note that the program only reads the mods when it's starting, so if you change the mod after the program is started, it won't "notice".

Also - are you sure you've enabled your mod in the preferences menu?
Yes and yes.

Quote:
If you try this:

Code:
#selectmonster 307 -- lesser horror
#weapon "nothing"
#weapon "nothing"
#end

#selectmonster 307 -- lesser horror
#weapon "claw"
#end
...does that change anything?
I'll have to test it. I have discovered that I haven't managed to get rid of the Horror Mark effect from Astral Claw with
Code:
#selectweapon 70
#secondaryeffect 0
#end
Maybe I'll try "nothing" instead of "0" when I try the other thing.
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  #147  
Old November 17th, 2010, 07:03 PM

Zogundar Zogundar is offline
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Default Re: Remove Curses and Horror Marks?

Tested, didn't work (Although I used numbers instead of names for the latter.)

Example:

Code:
#selectunit 651
#weapon "nothing"
#weapon "nothing"
#weapon "nothing"
#weapon "nothing"
#weapon "nothing"
#weapon "nothing"
#weapon "nothing"
#end

#selectunit 651
#weapon 269
#weapon 63
#weapon 270
#weapon 70
#end
At first I thought the weapon changes worked, but I guess the Horrors were just unlucky/one-shotting their opponents. The Eater of Gods vs. some undead seems to be Horror Marking them just fine.
*edit*
Unless it has a special property where things that hit it get Horror Marked. I saw a command for that in the modding manual, but the database didn't mention any units that actually had such a property.
*edit2*
I think that's exactly what's happening. How do I get rid of THAT?
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  #148  
Old November 17th, 2010, 07:09 PM

rdonj rdonj is offline
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Default Re: Remove Curses and Horror Marks?

Have you clicked on the actual weapons to make sure what they do? Because there's a tag to cause a unit to horror mark things that attempt to attack it, which could be the culprit.
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  #149  
Old November 17th, 2010, 07:40 PM

Zogundar Zogundar is offline
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Default Re: Remove Curses and Horror Marks?

Well I don't think that's the case with the Eater of Gods.
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  #150  
Old November 17th, 2010, 09:13 PM

Zogundar Zogundar is offline
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Default Re: Remove Curses and Horror Marks?

Oops, I'm retarded, I've been using #selectunit instead of #selectmonster. Still don't quite have that sorted out (Will need to do more testing now that the starting tag actually works.)

And of course I need to know about any hidden Horror Marking units or items that inflict the status upon attackers..
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