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-   -   new nation problem (http://forum.shrapnelgames.com/showthread.php?t=44538)

Sombre December 22nd, 2009 07:01 AM

Re: new nation problem
 
They are? Since when? I've never seen them.

Stavis_L December 22nd, 2009 09:05 AM

Re: new nation problem
 
Quote:

Originally Posted by Swan (Post 722962)
Quote:

Originally Posted by Foodstamp (Post 722927)
I noticed you did not designate any start units assigned to the start commander. Also, some general game mechanic mod commands are contained in the nation, I think you misunderstood these to be nation modding commands.

They are:

#deathsupply 40
#nodeathsupply
#coldsupply 3
#coldincome 2
#unresthalffinc 25
#unresthalfres 50
#poppergold 75

Some of the above do not exist as modding commands period. Try commenting those out and assigning starting units (both types) to the start commander.

This commands are in the mod manual, so they should be right. or these can be used only to modify existing nations?
and i wrote #startcom 2290 so these should not be the issue.
i'll try to eliminate the "£" symbol. <-- not the problem
i used copyspr, have i to put the already existing sprite in the venexia folder with other images?<-- yes i had to
problem fixed

What Foodstamp means is that they are valid for modding the Game a whole, not valid for modding a particular nation.

Basically, #deathsupply, #coldsupply, #coldincome, #unreshalfinc, #unreshalfres, and #poppergold affect all nations, not just the mod nation, so it's probably not valid to include the commands inside the #selectnation/#end brackets that define the modded nation. These should go way up at the top or at the very end of the mod (if you really want to use them.)

However, #nodeathsupply is a valid nation mod command; it makes it act like Abyssia with regard to death scales.

And to Sombre - these are all documented in the 3.23 version of the manual under General Modding (except #nodeathsupply, which is in 13-3 Sites & Dominion.)

I expect you don't normally want to muck about with those tough, unless you're doing a global rebalance mod ala CBM.

Sombre December 22nd, 2009 09:43 AM

Re: new nation problem
 
Yeah I just hadn't kept up to date with the global commands that are now available so a couple of those looked weird to me.

Foodstamp December 22nd, 2009 10:38 AM

Re: new nation problem
 
My mistake, the deathsupply 40 looked a bit odd to me. I've only fiddled with global commands once. But you are misunderstanding me about the starting units.

You need to assign 2 units types to be commanded by the starting commander. This may be somewhere in your mod but I didn't see it. I can't remember the command off the top of my head but I think it is something like #startunit(1,A?) etc. I'm at work, so I don't have access to the mod manual. If you don't, you will not have a turn one army.

You should post the entire mod including the sprites, and I will take a look at it tonight for you.

Swan December 22nd, 2009 04:59 PM

Re: new nation problem
 
2 Attachment(s)
Stavis_L: ach, seems like i have to delete them
foodstamp: well the mod is far long to be finished, half the sprites is recolored version of vanilla sprite when the other half is vanilla sprite.
here there is the code and the sprites


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