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May 5th, 2009, 01:03 AM
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Sergeant
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Re: Mod help?
I can and will, but your wording made me go back and see where I was messing up. The sites appear now. However, I'll still post them cause I have more questions.
Question 1: How do I change the picture for the sites? My Forest site has a forest pic but my mountain site also uses a forest pic.
Question 2: After putting the start site in the nation section, my sites show up. I now have sacred troops only recruitable from the sites...except for one. I have the correct unit number in the site code, and it still shows up as being recruitable, but not from just the start site. Instead, it added another archer unit, giving me 2 archer units, one recruitable anywhere, the other recruitable from the start site in place of my sacred warrior. Code is forthcoming:
#newsite 805
#name "Great Aran Mountains"
#path 6
#level 0
#rarity 5
#gems 1 2
#gems 3 2
#homemon 2704
#homecom 2712
#homecom 2713
#end
#newsite 806
#name "Great Aran Forest"
#path 6
#level 0
#rarity 5
#gems 6 2
#homemon 2703
#homecom 2711
#end
And my nation code:
#selectnation 83
#name "Barbarian Hordes"
#epithet "Unified Tribes"
#era 3
#descr "The Barbaians have long been a secluded peoples, and for centuries all was fine. Outsiders assumed that seperately, the tribes would be little more than a nuisance, but the likelyhood of the scattered factions actually banding together was never taken seriously. However, with the rise of the new pretenders, this is precisely what has happened. Galvanized by an enigmatic Barbarian king, the tribes have rallied around his bloody banner and their own waking gods. Long have their peoples been subjected to the whims of other nations. Long have they endured forced relocations to make room for more 'advanced' civilizations. No more. Now is the time for recognition. Now is the time for reperation. Now is the time for reveration."
#summary "Race: Humans. Magic: Elemental with some death and nature. Priests: Weak Prefer cold 2"
#brief "The various barbarian tribes have unified in the face of the inpending doom brought about by the various 'civilized'nations of Evershy. Prefer cold scale 2"
#flag "./haida/haidaflag.tga"
#color 0.1 0.5 0.5
#clearrec
#clearsites
#addrecunit 2700
#addrecunit 2701
#addrecunit 2706
#addrecunit 2705
#addrecunit 2702
#addrecunit 2703
#addrecunit 2704
#addreccom 2707
#addreccom 2708
#addreccom 2709
#addreccom 2714
#addreccom 2710
#addreccom 2711
#addreccom 2712
#addreccom 2713
#defcom1 2708
#defcom2 2710
#defunit1 2700
#defunit1b 2702
#defunit2 2705
#defmulti1 15
#defmulti1b 15
#defmulti2 10
#hero1 2715
#idealcold 2
#startcom 2708
#startscout 2707
#startsite "Great Aran Mountains"
#startsite "Great Aran Forest"
#startunittype1 2700
#startunitnbrs1 15
#startunittype2 2701
#startunitnbrs2 15
#templepic 4
#startfort 20
#defaultfort 20
#farmfort 1
#mountainfort 15
#forestfort 29
#swampfort 11
#end
Thank you in advance for any help 
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May 5th, 2009, 02:50 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: Mod help?
Question 1: You can't choose the exact pick, but you can choose the correct magic path (it should then give somewhat working pic). Try giving "Great Aran Mountain" #path 3 (making it a earth site).
Question 2: If you have the unit as a magic site recruitable, you don't need to also give it by #addrecunit command, it will only result in a duplicate.
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May 5th, 2009, 04:17 AM
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Lieutenant General
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Re: Mod help?
not entirely Burnsaber (though I think you mean it right)
Q1: wht burnie said, make it an earth site, a nature site will always look foresty (and for a mountain earth is more thematic)
Q2: what Burnsaber pointed out isthe problem only it doesn't just duplicate it. the addrecruit command is what makes those units recruitable everywhere (2703 and 2704 should both be recruitable everywhere and cap only) just remove those lines and they'll be cap only.
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May 5th, 2009, 09:42 AM
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Private
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Re: Mod help?
For a "mountain" picture, try an air path, level 0 site
Site pictures are based on path and level. Note that a start site with level >0 will be visible to its owner on turn 1 - I just tried that.
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May 5th, 2009, 09:59 AM
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Sergeant
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Join Date: Jan 2007
Posts: 386
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Re: Mod help?
Thank you Burn and Aezeal! That fixed the problem for me and I appreciate the help a bunch!
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May 5th, 2009, 10:47 AM
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Private
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Re: Mod help?
Did some more testing on startsite pictures. Results attached. Vertical=path (0-8), horizontal=level (0-4). Levels 2-4 appear the same.
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May 6th, 2009, 08:24 AM
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Major General
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Re: Mod help?
Quote:
Originally Posted by esd29a
Did some more testing on startsite pictures. Results attached. Vertical=path (0-8), horizontal=level (0-4). Levels 2-4 appear the same.
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I have always meant to do this but never found the time. Thank you very much!
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June 2nd, 2009, 07:27 AM
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Corporal
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Re: Mod help?
Well,if you necro a thread from 2 years ago,I might aswell hijack it and ask a couple modding questions
So,I'm a total modding newbie,and atm my efforts are concentrated towards stacking various mods for a mod-heavy MP game I'm planning.
-A couple days ago I was reading the thread on another mod-heavy game,and their problem with mod stacking was that they reached the "maximum number of spells".I've looked around the forums but I couldn't find anything on this, there's a limit to the number of ingame spells?
-This might be related to the first question.Beside the errors with IDs from various mods overlapping,I often get a nagot gick fel with a "getspldscr: bad splnr".Can anyone explain what it means?
-Still regarding ID limits...there are more limits beside for sites?How many extra nations/weapons/etc...can i add?
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June 2nd, 2009, 10:54 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: Mod help?
Quote:
Originally Posted by Amonchakad
-A couple days ago I was reading the thread on another mod-heavy game,and their problem with mod stacking was that they reached the "maximum number of spells".I've looked around the forums but I couldn't find anything on this, there's a limit to the number of ingame spells?
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Yeah, with 3.21 you can only add about 130 spells by mods. The only workaround is to make the extra spells overwrite national spells from the nations not to be in the game.
Quote:
Originally Posted by Amonchakad
-This might be related to the first question.Beside the errors with IDs from various mods overlapping,I often get a nagot gick fel with a "getspldscr: bad splnr".Can anyone explain what it means?
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getbadspelldescription: bad spellnumber. Your mods hit the spell limit.
Quote:
Originally Posted by Amonchakad
-Still regarding ID limits...there are more limits beside for sites?How many extra nations/weapons/etc...can i add?
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Yeah, there are limits. consult your modding manual for the number ranges you can use for those.
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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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June 4th, 2009, 12:17 PM
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Major General
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Location: Serbia
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Re: Mod help?
Hello people,
I've started my own mod nation and I have two quick question.
I've made a few commanders I want but they all have double weapons for some reason? Eg. two quarterstaffs, or even two special weapons that are built in, not carried. Why, and how do I fix this?
Second question. So far all my units look the same, Agra Dis misborn to be exact, how do I use unit images from Dominions, Grand Thaumaturg or Ulm infantry or remake them the way I want?
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