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