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February 23rd, 2004, 08:03 PM
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Modding Independants
I�ve been having fun with the mod commands, and I think there is enough depth to it that I can start my Big Honking Project, even if I can�t finish it without some of the upcoming features.
My question is about the �independent� nations that you set using the #poptype command.
What I want to do is create a set of �native� populations to scatter across the map. These populations would have unique weaponry/specialties and then be placed using the #poptype command on the map.
For instance: say I wanted to create a special map/mod combination based pre-colonial North America.
It would be easy enough to mod up the player and AI races to correspond to a �fantasy� Version of the Apache or Cree. But what if I wanted to create a province inhabited by an �NPC� Hopi population complete with some special units that could be recruited only from that province by whomever controls it?
I hoped that if I modded the indie nations (for example, #25 is barbarians) using the #selectnation commands, I could then use the #poptype 25 command and get the modified stuff. In practice, I have not been able to get this to happen. Is it not possible, or am I inept?
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February 23rd, 2004, 09:03 PM
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Re: Modding Independants
you are better to use the standard scripting commands, like
#land xxx
#commander "your modded leader"
#units "your modded unit"
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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February 23rd, 2004, 09:29 PM
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Re: Modding Independants
Placing a special unit in a particular province is trivial. What I want is to be able to recruit a particular unit from a particular province no matter who owns it.
I presume that when magic-site modding is enabled, this could be accomplished through that mechanic as a work-around. Being able to mod the #poptype candidates would be the ideal.
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February 23rd, 2004, 11:34 PM
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Re: Modding Independants
A simple but not entirely statisfactory way is to use an existing site.
Horses Vale allows recruitment of Horse brother and horse brother commander. It is a unique site.
Remake the horse brothers and you have a unit and a commander linked to a site.
PDF used this in his seleucid-arco-mod.
There are probably other sites that are equally useful. Lost vale of the elders (gnome). Castle arcanum (warriormage nbr 2). The trick is to find a reqruitable unit that is not used in the game otherwise. A troll pit would be bad as summoned trolls would be subjected to the mod, not only those recruited in the pit.
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February 25th, 2004, 02:39 AM
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Re: Modding Independants
Thanks for the response - I was not sure if it was possible out-of-the-box; at least now I'll stop trying to find the proper combo of commands.
If you find yourself with copious free time (�cause, you know, there haven�t been that many player requests, right?), you might consider adding the ability to mod or add new #poptypes.
In the meantime, I can do what I need with the existing tools, I reckon.
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