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-   -   Mod: New Nation: Teutanion (Update v1.11) (http://forum.shrapnelgames.com/showthread.php?t=31642)

Endoperez November 10th, 2006 11:36 AM

Re: New Nation: Teutanion
 
I suggest you test out LA Man. Chelms is a wonderful concept, full of wacky randoms on non-mage commanders that also happen to be good for leading armies, work well as spies, etc...

There doesn't seem to be a command for patrol bonus. You can still give it by copying (#copystats) something that has it, like a Forester of Man, or Eye of the Lord from Machaka.

Horst F. JENS November 11th, 2006 04:42 AM

Re: New Nation: Teutanion
 
This is a very pretty mod.

Radier November 11th, 2006 09:23 AM

Re: New Nation: Teutanion
 
Hi. Thank you for a great mod. But can you please help me, I can't have both Bloddelves and Teutanion enabled at the same time. Why do these mods conflict? If I enable both mods I can only choose to play with Bloodelves and when I start a map they have all the Bloodelves AND Teutanion units recruitable.

Cheers, and keep up making awesome Nations. http://forum.shrapnelgames.com/images/smilies/happy.gif

Amos November 11th, 2006 12:50 PM

Re: New Nation: Teutanion
 
Thats because they both use the same nation number 70.

Radier November 11th, 2006 12:58 PM

Re: New Nation: Teutanion
 
Ok I see, thank you. But you use different factionnumbers for all you nation-mods Amos? And is the nation numbers unlimited, or is there a hardcoded limit?

Amos November 11th, 2006 04:03 PM

Re: New Nation: Teutanion
 
Edit the BElves.dm with the Notepad. Go to #selectnation and instead of 70 insert 74. That should solve the problem.

Radier November 12th, 2006 02:34 AM

Re: New Nation: Teutanion
 
Thank you! It worked.

zepath November 12th, 2006 07:40 PM

Re: New Nation: Teutanion
 
Endoperez, I'll give LA Man a thorough testing!

Amos & Raider, that will solve it until someone writes a good mod for nation number 74 that people want to use... Not really a big deal to change the one line to suit your individual tastes. Still, I wonder if anyone has started compiling the "used" spectrum of moddable numbers for Dominions 3 yet. I remember seeing a similar reference for all of the major Dom 2 mods to help modders and players in avoiding just these sorts of conflicts. I'll keep a note of the numbers I use in the readme files for my mods just in case someone wants to get on that...

zepath November 13th, 2006 07:04 PM

Re: New Nation: Teutanion (Update v1.1)
 
FYI, Teutanion has been updated to v1.1 to address some of the suggestions made here. Enjoy!

Amos November 13th, 2006 08:28 PM

Re: New Nation: Teutanion (Update v1.1)
 
Radier if you changed the nation number you lost the pretender for that nation. If you want the pretender back, go to #restrictedgod of the last monster and change it to the number of the nation (74).
Sorry for hijacking your thread Zepath.


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