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May 11th, 2004, 08:46 PM
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Sergeant
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Modding question about national hero\'s
How do you mark a unit as a national hero? Is the only way to do it modify existing hero's? If so, will there be a way to add national hero's in future Versions?
also, when you clear a units abilities does it also clear the abilities that cannot be modded in. i.e. if you #clear a pan, does it still summon maenids... or whatever you've replaced maenids with. If you #clear a unit that causes disease, does it still cause disease?
(edit) Also, if you use the #nothemes command ... can you add in the national heroes from the themes that no longer exist? And will they actually appear? Ex. im making a mod of ulm, the only heroes that im aware of for ulm are units 377, 378, and 507. Dark forrest ulm has heroes 1021, 1024, and 1035 though. If i use #nothemes can i set it up so i can use all 6 heroes and have them appear?
[ May 11, 2004, 20:56: Message edited by: Cheezeninja ]
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May 11th, 2004, 10:11 PM
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Sergeant
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Re: Modding question about national hero\'s
(bump)
[ May 11, 2004, 21:11: Message edited by: Cheezeninja ]
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May 11th, 2004, 10:18 PM
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Major General
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Re: Modding question about national hero\'s
I'm sorry, Dave. I'm afraid I can't do that.
The options for modding national heroes do not appear to exist at this time.
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May 12th, 2004, 01:04 AM
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National Security Advisor
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Re: Modding question about national hero\'s
I think you can still only modify the existing heroes, although full hero modding has been requested for future patches.
I don't know what exactly happens to those items when you clear abilities and themes.
PvK
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May 12th, 2004, 02:56 AM
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Sergeant
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Re: Modding question about national hero\'s
well i learned the answer to one of my own questions. If you use #clear it does get rid of the pans ability to summon maenids, however you can simply not use #clear and write over most of the stats, and still get the maenids or whatever you replaced maenids with. Is there a way to selectivly get rid of a ability without using #clear? like... to get rid of the pans ability to recuperate say.
Also... is there any way to get .tga's of the units already in the game? It would be a whole lot easier to make new unit pic's if i could just modify existing ones.
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May 12th, 2004, 05:30 AM
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Shrapnel Fanatic
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Re: Modding question about national hero\'s
Quote:
Originally posted by Cheezeninja:
Also... is there any way to get .tga's of the units already in the game? It would be a whole lot easier to make new unit pic's if i could just modify existing ones.
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That gets asked often. There are tricks for getting them by screen capture (turning graphics down, opaque up, use the Allunits game so they are all available to you, view them, hit Print Screen then open your paint program and paste them in.
I do know of one person at least who is working on a complete catalog of unit images
__________________
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May 12th, 2004, 11:17 AM
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Colonel
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Re: Modding question about national hero\'s
AFAIK you cannot mod the "link" between a nation/theme and its heroes unit id.
*But* you can use the heroes "slot" to change them to whatever you wish, as proposed with #clear etc..
So in the end you can change them completely, but the number of nation heroes can't change.
Is that clear and does it answer your question ?
BTW it's the same thing for thematic or site-produced units (capitol units for example) : themes and sites produce given unit ids, but you can change the units.
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May 13th, 2004, 04:25 PM
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Sergeant
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Re: Modding question about national hero\'s
ahh... well if/when a catalog of all unit .tga's appears i would be very much interested in seeing it.
still wondering if there is a way to specifically delete abilities. I'm currently working on a mod where i want to keep the pans ability to call maenids (or at least that interaction between unit #'s) but i dont want my pan unit to have recuperation. is there a command to specifically delete recuperation?
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