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Modding commands
Using the 'specialeffectalways' command doesn't seem to work. For example, when you use 51... you get morningstar as the effect.
Also, on a related note, are there plans to release all the available modding commands? |
Re: Modding commands
This isn't a bug as per say but rather an exploit - basically in a large late game a nation could easily overload another player's lab with crap items via messages making someone unable to construct items.
This could be fixed by making items from messages appear in your labs *after* forging or the lab size could simply be increased. I haven't seen this but another player mentioned it and I would like it put up as an official bug/exploit. |
Re: Modding commands
Battlefield wide spell Growing Fury=1_nature does not work. Icon appears on top right of screen yet no units are affected. |
Re: Modding commands
Quote:
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Re: Modding commands
Magic sites which generate unrest continue to do so even after all the villagers are dead. I had a gold mine I wanted to tax at 200, so I killed off the peasants. A brigand lair in the same province bumped up the unrest even though the population is at zero.
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Re: Modding commands
Edit: Pointless post, removed
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Re: Modding commands
Roundup of issues added to the shortlist:
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Ritual of Rebirth
Ritual of Rebirth works on Tartarians, they get reborn as giant mummies. Siddhas get reborn as Caelian mummies (which look cool) and since they start with an age of about 4k and the mummies maxage is 500, they get huge old age effects (this was reported before, I think).
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Re: Ritual of Rebirth
I'll take that one up with KO and JK. JK's not due back from India for two or three weeks, so it has to wait at least that long, since this is his territory.
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Re: Ritual of Rebirth
New bug i believe:
When sieging a fort, the sieging commander (happened with dryad if that matters) gets the option to perform a blood sacrifice in command list (though the temple naturally belongs to besieged). |
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