![]() |
Re: A little modding help please
#noitem is a special command that gives just 2 misc slots.
If you want standard slots less the head, you'd use the command #itemslots 31750 ...and: #itemslots 28672 ...provides 3 misc slots only (per the table in the manual.) Also - the #pathcost command in your posted code applies to pretenders (cost to add a new magic school at level 1) and does not have a "G" on the argument. For instance: #pathcost 50 Would mean that it costs 50 points to "buy" a new school of magic for your pretender. The weapon number for "Hoof" is 55. For a damage dealing "warhorse hoof", use 56. |
Re: A little modding help please
Thanks guys, it all works now. Well done spotting my typos too.
I'll post the mod when I have it good and polished. Possibly by this weeked. The Adventurer King pretender is fun. Do you want to see it already? I still need to tweak the graphics a bit. Too bad there is no way to pull the sprites directly from the game, is there? |
Re: A little modding help please
Ack! I've hit a few problems still.
I'm not managing to get the local defence right. What is the correct syntax? This is what I'm attempting. #defcom1 240 #defcom2 241 #defunit1 18 #defunit1b 33 #defunit2 39 #defunit2b 2771 #defmult1 20 /edit oh wait, I need to add #defmulti1b #defmulti2 #defmulti2b and so forth. Is the default also 20 of these. def1 = militia (shields) def1b = archers def2 = heavy infantry def2b = provincial cavalry <-- non standard unit, but very much indie grade /edit 2 I also have a custom magic site at the capital province. Is there a way for me to pick the image shown? |
Re: A little modding help please
Quote:
RE: custom site pictures, the pictures correspond to #path and #level values. Someone (Foodstamp?) posted an image with the mappings a while back... |
Re: A little modding help please
I found an awesome tutorial and sprite dumps on the forum. Lovely work :)
|
Re: A little modding help please
Maybe one of you could save me time, guys, so I ask my question here :
I am trying to set a simple map for some tests. In province #50 I want to set a commander with some earth gems. Unfortunately, I'm unable to find the related command ^^. Can anyone point me to the clue ? |
Re: A little modding help please
Quote:
You could perhaps achieve the desired effect by granting the unit a bloodstone...but you wouldn't have any control over the # of gems, and of course they'd get a +1E bonus. |
Re: A little modding help please
OK, thanks for the tips !
BTW, the commander I want to set is one I will use for tests, it is not intended to be governed by IA. I worked around the problem by setting a magic site with a 5E gems income (the Forges of Ulm) in the province where my commander stands. But I may have missed something else because the spell he has to use (set with the #startspell command) fails to work : - on turn 1, the spell is is the list of available spells but the mage does not want to cast it although he has the path for it - on turn 2, the spell has disappeared form the list of available spells... My test is an Epic Fail :D |
Re: A little modding help please
Quote:
For that purpose (putting gems in your magic treasury), your gem producing site could be basically anywhere in your empire (as long as the site is a known site.) BTW, one other way you could get gems into your commander's inventory (but it would affect *all* units of that type, not just the one commander) would be to mod the unit using the #gemprod command. In that case, they'll generate a set amount per turn. |
All times are GMT -4. The time now is 01:31 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.