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April 22nd, 2007, 12:44 AM
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General
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Mod Advice
I had a mod question and I realized that there doesn't seem to be a thread for posting questions related directly to utilizing the mechanics of the modding abilities already present in the game.
Maybe there is one and I missed it, but oh well. So, this is the place for that.
If you want to do something in a mod, but aren't sure if it's possible, or don't know how to do it, post it here and hopefully the rest of us can figure out how to make it work. If it won't work, it won't work, and maybe we can figure that out before it results in the loss of one person's precious time.
PLEASE NOTE: This is NOT the thread for discussing whether or not what someone wants to do in a mod is a GOOD idea or a BAD idea. It's their copy of the game and their mod, they can do whatever silly thing pops into their silly head, and so can you. Unless it's going to crash a game, cause a fire, or increase global warming, please don't give opinions on the questions asked. There are no stupid questions!!! (Atleast, not in this thread). If you really don't like somebody's idea, feel free to ***** at them in another thread, just don't do it here.
However-that said, their *are* stupid answers-and if you disagree with an answer to a modding inquiry, you're free to argue it here, as long as the arguments follow the rules of the forum (no flamewars, etc.) and atleast make a half-hearted attempt to occasionally touch on the topic of the thread.
Enjoy!
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April 22nd, 2007, 12:46 AM
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Re: Mod Advice
First question: is it possible to create a national spell that replaces 1 unit with another unit?
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April 22nd, 2007, 12:52 AM
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Major General
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Re: Mod Advice
Quote:
HoneyBadger said:
First question: is it possible to create a national spell that replaces 1 unit with another unit?
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I have not messed with these spells, but this is probably possible by changing the outcome units in twiceborn and polymorph.
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BLAH BLAH BLAH BLAH NEXT TURN.
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April 22nd, 2007, 01:15 AM
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Re: Mod Advice
That's what I want to avoid though. I want to make a new, clean spell that doesn't take away from spells already present.
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April 22nd, 2007, 02:08 AM
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Second Lieutenant
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Re: Mod Advice
I'm not sure, but you might be able to #copyspell
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April 22nd, 2007, 02:29 AM
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Re: Mod Advice
That might work, but wouldn't copying a spell still require replacing the unit the original spell transformed the unit into, in order to get a new one?
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April 22nd, 2007, 02:32 AM
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Re: Mod Advice
What I'm trying to do is to create a spell that gives a Niefel Jarl an ice-drake mount(a big one)-and I figure the way to do that is to make a spell that replaces a foot-jarl unit with a mounted jarl unit.
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April 22nd, 2007, 03:16 AM
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BANNED USER
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Re: Mod Advice
Pretty sure you can't do that.
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April 22nd, 2007, 04:59 AM
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Captain
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Re: Mod Advice
You will need to and from #damage and thats not possible yet. If you want the Jarl to change 1 time only use a one sided Change Shape on him.
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April 22nd, 2007, 05:19 AM
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Second Lieutenant
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Re: Mod Advice
If I were you I wouldn't worry about being so specific about things, just make it a new creature no ones gonna complain because it seems a little bit un realistic where that jarl came from, well I won't!
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