![]() |
Re: Remove Curses and Horror Marks?
Oh and when changing the secondary effect, can't I just give it a value of 0 or some other non-weapon number?
*EDIT* And also when changing the weapons for units.. how do I go about that? Do I need to list four weapons to overwrite what was already there? And do I need a weapon, or can I use a 0? |
Re: Remove Curses and Horror Marks?
Quote:
If you want to keep the site but remove the horror marking/cursing effect (and not that I'm not 100% sure this will work if the effects are hard coded to the site number) then you'd want to do: Code:
Code:
If the above still doesn't work, then the effects are hard coded to the site number, and you'll need to remove it (but you could add back in a new site with the same name/other attributes, if you want): Code:
|
Re: Remove Curses and Horror Marks?
Quote:
Code:
#specstart 0 1 --start EA Arco (nation 0) in province 1. BTW, weapons 0 is "Nothing" and usually works to clear a weapon, but I haven't tried it for removing a secondaryeffect. I'd expect it to work, but if not, you could just create a whole new weapon that has the same base attributes, but no secondary effect specified. |
Re: Remove Curses and Horror Marks?
So far I haven't been able to get the weapons to change at all. Weapon 0 isn't clearing the existing weapons, or changing them. I've tried listing as many as 7 weapons and the base weapons remain (At least in the debug mod I've been using.)
And removing items from the construction list doesn't seem to work either. :/ ..and I can't get your mod to work. I tried it in the Aran map, but I didn't start in Province 1 (Which was land!) nor did I get unit 123. *edit* Oh, that's -map- modding. No wonder that last one didn't work. |
Re: Remove Curses and Horror Marks?
Quote:
Quick question - are you closing the game (the entire program, not an individual game session) in between modifications to your .DM file? Note that the program only reads the mods when it's starting, so if you change the mod after the program is started, it won't "notice". Also - are you sure you've enabled your mod in the preferences menu? If you try this: Code:
#selectmonster 307 -- lesser horror |
Re: Remove Curses and Horror Marks?
Quote:
Quote:
Code:
#selectweapon 70 |
Re: Remove Curses and Horror Marks?
Tested, didn't work (Although I used numbers instead of names for the latter.)
Example: Code:
#selectunit 651 *edit* Unless it has a special property where things that hit it get Horror Marked. I saw a command for that in the modding manual, but the database didn't mention any units that actually had such a property. *edit2* I think that's exactly what's happening. How do I get rid of THAT? |
Re: Remove Curses and Horror Marks?
Have you clicked on the actual weapons to make sure what they do? Because there's a tag to cause a unit to horror mark things that attempt to attack it, which could be the culprit.
|
Re: Remove Curses and Horror Marks?
Well I don't think that's the case with the Eater of Gods.
|
Re: Remove Curses and Horror Marks?
Oops, I'm retarded, I've been using #selectunit instead of #selectmonster. Still don't quite have that sorted out (Will need to do more testing now that the starting tag actually works.)
And of course I need to know about any hidden Horror Marking units or items that inflict the status upon attackers.. |
All times are GMT -4. The time now is 08:40 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.