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-   Dominions 2: The Ascension Wars (http://forum.shrapnelgames.com/forumdisplay.php?f=55)
-   -   patch 2.06 out (http://forum.shrapnelgames.com/showthread.php?t=17264)

apoger January 12th, 2004 04:49 PM

Re: patch 2.06 out
 
Oh yeah..

#6 In the MOD tools - I see a command to clear national heros, but how do I add in/designate new ones?

Johan K January 12th, 2004 05:00 PM

Re: patch 2.06 out
 
1. They start with a blood/death spell to summon a vampire count. Otherwise use the blood mages, you can go quite far with 5 ghoul guardians.

2. If it's not in the modding manual then those abilities have been forgotten. Next patch!

3. Use the #clear command and then add the abilities you want him to retain.

4. No

5. That's for the next patch.

6. Not possible yet

Graeme Dice January 12th, 2004 05:16 PM

Re: patch 2.06 out
 
Quote:

Originally posted by Johan K:
[QB] 1. They start with a blood/death spell to summon a vampire count. Otherwise use the blood mages, you can go quite far with 5 ghoul guardians.
<font size="2" face="sans-serif, arial, verdana">The Sanguine Heritage spell has no description available when you look under the casting information.

apoger January 12th, 2004 05:27 PM

Re: patch 2.06 out
 
Thanks for the fast reply.

>1. They start with a blood/death spell to summon a vampire count.


The Vamp Count requires Blood-3 and Death-3 plus 44 slaves. That's a pretty steep cost for a nation that has Blood-1 and Death-0. Basically you must cultivate your pretender as a blood/death mage to use this aspect of the theme. You probably should have given players some clue about this in the description. I'd never have figured it out myself.

There is still no real way to use the death gems. Until you get a random pick in death or use the pretender.

I'm not too keen on giving nations abilities, but not the mages to use them.


>Otherwise use the blood mages, you can go quite far with 5 ghoul guardians.


Not if I have to hire a mage to lead every 5 of them. http://forum.shrapnelgames.com/images/icons/icon9.gif


>3. Use the #clear command and then add the abilities you want him to retain.

Except we have no commands to add those types of abilities back in...


>4. No

No ability to affect/create themes?

That's a MODing disaster as the themes are a large portion of the game.

In fact this forces me to muck with the nations main theme, which is something I really wanted to avoid.

I do not want to be forced to remove a main nation just to add in a mod. This defeats the whole point of modding, which is to ADD to a game.


[gigantic sigh] Until mods don't subtract main themes, and until the battle replay speed is fixed, I'm going to stay out of Modding. This isn't some sort of threat. It's just too frustrating to have almost what you need, but not quite enough. When the MOD tools are up to spec, I'll do a massive and fun MOD. Until then I'm watching from the sidelines.

[ January 12, 2004, 15:34: Message edited by: apoger ]

licker January 12th, 2004 05:32 PM

Re: patch 2.06 out
 
Since I didn't see it mentioned in Pocus's post...

Any word on the renaming (or tagging) of commanders? I thought that the devs were looking into this a while back.

Pocus January 12th, 2004 05:41 PM

Re: patch 2.06 out
 
lets keep things positive. I too am a bit disappointed by the unability to add themes, but I think it would be rather harsh to greet a patch from our prefered devs with only frowned faces.

So despite the fact that the patch is not the bringer of all that we waited for, congrats!! I'm sure that a new one will be out before March http://forum.shrapnelgames.com/images/icons/icon7.gif

Gandalf Parker January 12th, 2004 05:46 PM

Re: patch 2.06 out
 
Quote:

Originally posted by apoger:
Oh yeah..

#6 In the MOD tools - I see a command to clear national heros, but how do I add in/designate new ones?

<font size="2" face="sans-serif, arial, verdana">If the national heroes are specific to nation you are swapping out then possibly the mod file can alter the old ones to what you wanted? Kludgy but might work.

apoger January 12th, 2004 05:47 PM

Re: patch 2.06 out
 
>lets keep things positive.

I'll be the first one standing up and applauding when it's done right.

Until then I'll call it like I see it.

apoger January 12th, 2004 05:50 PM

Re: patch 2.06 out
 
>If the national heroes are specific to nation you are swapping out then possibly the mod file can alter the old ones to what you wanted? Kludgy but might work.


Yeah, but this change will propagate down to the nations other themes, which may not be appropriate.

This is why I'm out until I can work with the themes rather than cutting into the main nation.

Teraswaerto January 12th, 2004 05:54 PM

Re: patch 2.06 out
 
Quote:

Originally posted by Gandalf Parker:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by apoger:
Oh yeah..

#6 In the MOD tools - I see a command to clear national heros, but how do I add in/designate new ones?

<font size="2" face="sans-serif, arial, verdana">If the national heroes are specific to nation you are swapping out then possibly the mod file can alter the old ones to what you wanted? Kludgy but might work. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Isn't it so that we can only create new units, but not modify old ones?

[ January 12, 2004, 15:55: Message edited by: Teraswaerto ]


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