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Re: Modding shortlist
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We would probably also want #leadername. Might also be good to specify magic paths (and maybe even magic items) for the leader. |
Re: Modding shortlist
items, yes, paths would just be under it's newmonster modding stuff
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Re: Modding shortlist
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Re: Modding shortlist
yes analytic, if you just create a new monster (you know er can do that :D) with whatever stats/costumization you want you can link it to that already with his idea :D
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Re: Modding shortlist
I see, Aezeal. You're looking at it more like the way national heroes work. I looked in Edi's DB, and didn't see some of the standard mercs listed in the 'uniquename' column in the 'AllUnits' sheet. But, that's not to say that things couldn't work the way you suggest. I'll concede that it would be more flexible.
I would be happy either way. :) |
Re: Modding shortlist
Mercs aren't listed in the unique stuff in the DB because the captains are all the same two types for the regular ones. Mercs are hardcoded, so they are not easily pigeonholed into anything particular.
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Re: Modding shortlist
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Mercenary companies would just kinda be cool way to really force nation in the backround of dom3. Even if no one is actually playing the nation, it still has a effect on the game. *Shrugs*, well, at least we have the #mon site command to make random magic sites that allow recruits of nationals. |
Re: Modding shortlist
I've seen some mercs when looking through the allview map though.. some seemed commanders from their description. Is there some way do disable them then? I can't think of a command to remove existing troops except by replacing them...
Come to think of it if I replaced them all with dom 3K flavoured mercs it wouldn't be that bad.. except all my indies are about 3x as strong as what mercs usually have but whatever. Does anyone (/me looks hopeful at Edi) have a list of the commanders unitnumbers and the troops unitnumbers. (could be you just said this was impossible but I'm not totally getting what can be done and what not from your remark) |
Re: Modding shortlist
Some mercs units overlap poptypes or national units so changing them would be a problem. But there are some mercs whose description says mercs (in both commander and units) so Im guessing that they would not appear anywhere else. They could be safely modified and still be mercs?
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Re: Modding shortlist
For the purposes of dom3k that wouldn't really matter, since it doesn't use vanilla units anyway.
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