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Re: Monster SCENARIO Project
Hmmmm that might work. Good thinking.
Not sure if its enough to build a big project around by itself but if we can come up with others then we might have an interesting scenario game. What other middle age (era 2) nations can someone come up with a mid-game change of tactic that would make sense. Ulm shifting from nationals to independents? Pangaea shifting from nationals to carrion? Oceania shifting from aqua units to amphib units? Arcos shifting from expansion to research? Bandar discover cave men and start using them? Mictlan shifting to or from a blood-base? If we did them all then we could put watches for indicators on all of them to switch in the change file for each as they reach the indicator. And it would be a different game when you played it again because in one game Ermor might never hit its indicator and in another game Arcos might not. They could even be different for a winning indictor or a losing indicator. |
Re: Monster SCENARIO Project
How about this...
In case Ermor gets too powerful, the mid-game mod will change Ermors pretender into an Eater of the Dead? Seems to match the theme. |
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Since there are so few ideas popping up, does anyone have the Heroes_3 map editor he mentioned? |
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It would be fun if, when an early nation was defeated, a new middle era of the same nation suddenly popped up, and then again for the late age version. Sort of a nation secondform. Or for a scenario, that it happens on a certain turn.
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The closest I can think of would be something like... 1) Play the EarlyAge Map for 100 turns. 2) Parse the info on each nation still in the game (debug log and scoreboard). 3) Create a version of the same map and name it MidAge. 4) Place the nations the same, give them the same provinces, as much as possible replace the units with appropriate units and extra experience bonuses. 5) Play the MidAge Map for 100 turns. 6) Rinse and Repeat for the LateAge Map. |
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You could use a mod file and change all the recruitment options and national spells of whichever nations you wanted at a certain point in the game. That wouldn't be hard at all.
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Do we know if those will work with mid-game change? So far my thinking has been tied into the idea of putting a unit in at the start of the game, then changing its parameters in the mod file in mid-game. I have some ideas on how to do game-events, Bogus groups, and in-game messages that way. If a nation could simply be switched from era to era that would be great. Hmmmmmm.... we might still have to create magic sites in the mod in order to modify them on the fly. Create Ermor-A and Ermor-B magic sites to assign to Ermor, then change them from early age to middle age to late age. |
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Yeah they work with midgame changes just fine. You just wipe their recruitment options and add in all the new ones, move the national spells to different nation numbers etc.
You can't change which magic sites are at the cap using a mod, at least not halfway through a game, but you can easily change the properties of those sites - cap only commanders and troops, gem income etc. No problem. |
Re: Monster SCENARIO Project
Or, maybe on a larger (1500 province) map, at some point adding in the middle, and then the later era nations, on close by provinces, while still keeping the original ea nations, and making those middle and late nations allies to their ea nations, atleast to begin with. This would not only simulate growth and diversity, "new blood": new strategies and techniques for old nations, but also the potential to "split off" into separate colonies, which may become independent. It would also make huge maps more interesting to play. This could later be expanded to include modded in nations, for the sake of interest and diversity-for instance, if a province formerly occupied by independent cavemen suddenly transformed into a strong Ogre Kingdoms nation on the 50th turn and started taking the piss out of you.
If the human-played nation or nations in the game could come to control their middle and late eras, as close allies, that could also be a lot of fun. |
Re: Monster SCENARIO Project
Suggested by Dr Praetorious for Timed Events:
Firstly, it'd be cool (and more balanced, I think) if all of the "rainbow" pretenders had common, keyed events that give you commanders (mostly indie mages): - Mother of Monsters. (thanks to QM for giving me this idea, btw) Gives an Abomination who is also a commander, kills 1,000 people, and spreads dominion 5 times. "The Awakening God has born a son! He is terrible beyond men's worst nightmares, and when he devours 1,000 people, his wrath inspires the people to a frenzy of worship." - ***** Queen. Gives you a dire wolf and hundreds of wolves. "The king of the wolves has sought out the Awakening God and challenged her dominance. Because she triumphed, she is now alpha of all the wolves in the world, and the wolf king has vowed to serve her along with his entire nation." - Great Sage. Gives you a loremaster. "A scholar of great reknown has travelled from a distant land to study the sage teachings of the Awakening God. Having finally found the true path to wisdom, he has pledged himself to the new God." - Frost Father and Skratti. Gives you an unfrozen mage. "An ancient sorcerer has awoken from the icy slumber of the ages. He pledges his art to the true Lord of the Cold." - Archmage. Gives you a wizard or a deep seer if you are aquatic. - Great Warlock. Gives you a (MA) warlock. - Master Lich. Gives you a lich. - Smoking Mirror. Gives you an (EA) priest of the sun. - Fomorian Sorcerer. Gives you a Fomorian Druid. - Arch Seraph. Gives you a (MA) Seraph. "The True God has finished training an apprentice. He will wield his powers in the service of his master." - Druid (various kinds). Gives you a presence and a host of vinemen. "An ancient presence has stirred in %s; coming upon the awakening God, it is so impressed by his love of the land that it pledges itself and its minions to your cause." - Crone. Gives you a spectral mage. "In her youth, many centuries ago, the Awakening God had many lovers, all long dead. Now that her ascension is nigh, one of them has returned from the next world to woo her again." - Parthalonian Sorceress. Gives you a "In her youth, long ago, the Awakening God had many suitors, and she thought them all long passed from the world. But - Great Enchantress. Give you an ether lord. "In a dream, the awakening God has sought wisdom among the higher spheres. Amid a vast ruin in the flickering aether, she comes upon an empty suit of armor atop a crumbling marble throne. A voice from within the armor challenges her to a contest of riddles: if she loses, she must give up her body and take his place on the throne. Having accepted the challenge and won, the dweller of the place must now serve her." - Freak Lord, gives you a Succubus "On a strange whim attending a travelling carnival, the awakening God finds one of his old companions from his wandering days, eating the still-beating heart of the carnival barker in the midst of an act of passion. Down on her luck and hunted by mutual enemies, she accepts the awakening God's generous offer of servitude." - Divine Emperor, gives you a Prince General, 500 gold, an open ended die / 2 of gems of 3 random types, and up to 4 magic items as equipment on the prince general. "One of the many sons of the awakening God has reached his majority and left the care of the harem. His martial skills and fanatical loyalty to his father are such that his paternity is acknowledged at once, to much celebration and accclaim; gifts of gold, gems and magic are presented to commemorate his majority." - Ghost King, gives you a Wraith Senator and a host of longdead horsemen. "An ancient vassal of the awakening God has returned from the underworld with his knights to renew his vow of fealty." I'll finish later. - Master Alchemist - Void Lurker - Polypal Mother ============================== FoodStamp suggested: I would like to see rare random events where an independent monster attempts to conquer a province, if successful he moves around the map randomly taking provinces until he is slain. ============================ Endoperez suggested: I like the idea of wandering monsters, but I like the idea of wandering groups even more! I haven't tested if it's possible to give an independent mover (like the Unfettered) units, but if it works: Druid with N3H3 guarded by a Kithaironic Lion, Great Eagle, Fall Bear, Dire Wolf 10 Great Lions 10 Dire Wolves 10 Moose 10 Giant Spiders (MA Mictlan, spawned after a rider dies) 15 Horned Serpents various Wolves, Black Hawks, Great Eagles, Spring Hawks, Jaguars etc Message: A druid has lead the animals of the province in crusade against their oppressors. 2000 people have been killed and unrest has increased. (Growth 2+, Magic 1+) Alternative (Kailasa, Bandar Log, Patala only): A druid with an army of animals has decided to serve your cause. (Luck 1+, Magic 1+) Troll King Trolls, Moose Knights, War Trolls etc Message: A Troll King has declared war on your land, and lead a suprise attack through a previously undiscovered tunnel. (Misf 1+, Magic 1+, adds an Earth site that increases unrest). Skratti with Brazen Vessel, Blood Thorn 2 Niefel Giants (EA Niefelheim) 4 Jotun Skinshifters 4 Jotun Hirdmen Message: A renegade Skratti has experimented with forbidden knowledge, and has managed to reawaken some of the ancient Niefel Giants. Now he's wandering in the countryside, capturing virgins to summon Illwinter! Incanus the Shadow Seer (ethereal mage from the Tower of Nexus) with F4S4, Sword of Swiftness, Ring of Wizardry guarded by two Hoburg Champions and one Ivy King 30 Heavy Horsemen (MA Tien Chi, light lance, comp. bow, prot 14) 40 Vine Ogres 60 Vinemen Message: A strange wizard clad in grey garb has lead an army to free the world from your tyranny. The locals claim that he's been protecting them for centuries. Telcontar the Warden with Fire Brand, Wraith Crown, Stone Sphere, Pendant of Luck guarded by a Black Plate Infantry (MA Ulm, battleaxe) guarded by a Defender (LA Man, HI, sword and crossbow) a Yavana Archer (EA Kailasa, immortal magic being with awe and bow) 20 Wights 20 Wardens 20 Banes 40 Woodsmen Message: A man who claims divine ancestry has declared himself the King of all humans, and his army of the dead has started carving his kingdom by conquering yours! Also, if stealthy independents are possible: Underhill the Horticulturist (hoburg independent, stealthy N1 mage) with Duskdagger, Weightless Scale Mail, Precious a unit Hoburg militia (hoburg independent, stealthy) a unit Likho (Bogarus summon, old hag that causes misfortune) Message: Strange events are occuring and superstition among the people is increasing. Also, what would be more fun than: Message: A Doom Horror has decided to wreak havok on this world! (needs Misf 3, Magic 3, can't appear before turn 50). ======================================= my own stray though (Gandalf's) for -- Bogus Group: If I wanted MY DnD adventurers party to show up in the game like Johan and Kristoffer have done, can I? Yes but the overhead for that would probably make it something that is best done as a seperate mod than as part of this big-scenario project. ====================================== |
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Re: Monster SCENARIO Project
To answer Azael from another thread...
Actually one of my many partially done projects was the testing of mid-game mod changes, with an offshoot into what does and does not have to be part in the mod that the player has. (as far as I know Ive finished testing host map vs player map, now on to mods) So far it appears that for an AI a player side mod (programmers use the term stub-file so I call it stub.dm) must name the nation, assign it a nation slot, and should set the color that the nation uses in the scoreboards. Maybe also set the name and slot of magic sites (not done testing that part). The host stub.dm controls the units that can be recruited, and maybe the features of the site. So it would seem possible so far to do what you want. Have a game where the AI nation would be bare and unfeatured until a certain thing is seen in the game.log such as a number of turns passed or a particular site attacked or a global cast. Then the host can swap in the stub.dm that has the AI as a full featured nation able to recruit. The nation would be active before that so it would build up gold and possibly gems. But that might be controllable also. It still needs some testing to find out the full capability but the early tests seem to indicate that SOME level is going to be possible. That also applies to the random AI nation project I was working on. Not the mid-game part but seems to show that the player only needs to download a bare stub.dm file in order to play games over and over on my server where the nations they are playing are completely changed with each game. |
Re: Monster SCENARIO Project
Hmmmm come to think of it..
an AI nation could have all versions of units geared toward a very specific style of playing. All expensive elites, defensive, minimal movement, possibly high on research to create a nation which the AI (even the stupid AI) would be forced to play as a slowly building up and "preparing" sort of nation. And then when it is attacked, the units all switch to cheaper, possibly less armored, good movement troops better oriented toward a barbarian horde style of playing. Ticking them off would suddenly cause them to "burst forth onto the landscape". That might be fun. And the reverse could be tried also. One that starts out aggressively expansive. And when attacked switches to a more lock-down and defend version. |
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So how do you add units or a nation during a game then, and have you actually tested it?
I can see how you could change a nation by having a zillion extra unitnumbers which could even have a greyed out version with unavailable over it as the pic, 999 gc and 999 rec cost, and 0 for each stat and thus making them quite unappealing to recruit and then later change the mod and give those units stats, a good pic and price and either grey out the original ones or just have the newer (improved versions) have a better price/power ration. (I think this is more elegant than using 3 castles (which would imho recruit the same units anyway so I'm not getting that at all anyway). Anyway I could see that work.. but how to add a new nation or place units during the game.. I'm not seeing which commands I could use. |
Re: Monster SCENARIO Project
There are some things the game reloads during each bootup and some it doesnt.
The map for instance is not used except for the initial creation of the game, and then only by the host. In direct connect games (like mine) the user receives a map graphic and never needs to see the .map at all. On the other hand, a mod is loaded everytime the game brings up a game using that mod. So it can do some changes. So the "commands" is just restarting the game with the changed (but named the same) mod in place. I have only gotten as far as testing the use of units that the users copy of Dom3 already "knows". If I grant abyssia infantry and caelums mages to a nation then Dom3 knows how to show the battles to the user. Im guessing that if I make up a unit then the users copy must list the new ID numbers and some basic info on how to display it. Graphics can be a problem. If the player already has the graphics then its ok. In other words you could probably change units with #copyspr but referring to a self-made image would mean it has to be included in the copy that each user gets. Im afraid I havent tested host-only mid-game changes yet either. This is all based on "bugs" reported by others that differences in the mod versions caused strnge things to happen if the mod doesnt have a #ver to tell the game that the version has changed. Im trying to turn a bug into a feature before Johan fixes it. But, at least it SHOULD work (or at least have the best bet) if you want to create the the entire unit in the users mod. If unit 3456 is fully defined and graphiced, and unit 3457 is also, then the users copy will know them both. If 3457 is all the nation can recruit at the beginning of the game, and later the recruit list removes it but puts in 3457, then thats something only the host is really caring about on an AI nation. Properly tested (which Im not good at) it would start with everything in the users mod and then gradually see how much of it can be changed at the hosts end. Even better to find out which items can be deleted entirely from the users mod without affecting battle replays and what happens when you take the AIs castle (most of my tests crash at the taking of the castle) |
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I'm willing to believe you can change units (by modding in a .dm file) in a game.. since I've been doing that a lot lately.. same for graphics.. no doubts there. But you said it would be possible to place units (which are already in the .DM file just not used (or even once already in use) somewhere, and nations even.. and THAT would be most interesting (since else there would have to be a unit on the map.. somewhere from the start of the game which would make it much less playable (I can think of solutions though.. a nation with only a commander/pretender and army with a teleport army spell on a seperated province no connections which I could then teleport to a province where I want them... maybe even with that nations nation only sites there so it could even build from there.. now I think of it this is a VERY good option) anyway.. you said it would be possible to ADD nations and troops and I wonder how (if you said it in the previous post I didn't get it and I'm sorry) the thing I mentioned just now might really work though so that is nice too :D.
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As far as I can tell, adding troops as recruitables to a nations list should not be a problem as long as its a unit that the player will be able to see.
OK lets say that the mod file of Stub.dm: #newmonster 2345 #newmonster 2346 #newsite 4567 #newsite 4568 And it also #selectnation 94 #startsite 4567 #startsite 4568 #addreccom 2345 So at the beginning of the game, player and host both have the nation defined and able to recruit 2345. Unit 2346 is defined but not in use. At midgame, the hosts stub.dm is edited and #addreccom 2345 becomes #addrecom 2346 Any of the 2345 units still in the field will stay the same. The game, both at host and player end, understand what that is. But at the nations capital its no longer on the recruit list. Now, 2346 is recruitable so that AI begins filling its armies with that unit. |
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yeah I see how that works, but actual troops placement on a province... an army out of nothing coming to take your world
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ah well the watcher nation I've already mentioned.. and for what I want to know (and Gandalf said he though was possible) I get no replies (and though I'm by no means a modding genius I have worked through the manual multiple times and read nearly all threads in here so..)
As I said the watcher nation wouldn't even be that bad of an option you'd just need to adjust the map for it and that is sort of annoying. |
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well it was more directed to gandalf who was more involved with this thread but in another thread he said it was possible to add new nations and place new units on a province DURING a game (by modding or editing mapfiles). His replies though are aiming at something different (also interesting no doubt about that, but I was already convinced by his previous posts that that would be possible :D) and not at what actually asked (probably due to my too short posts and too brief explanations in broken english).
I know you can do farsummons have a few nice ones in my mods actually.. (no indep yet though but once I have enough nations for dom 3K I'll start on one of these to create more "volume" on the existing nations). On a different but related note: I'd be interested to know if you can do farsummons without making one of the units into a commander (since I've also added a commander (which in turn also gets a non commander of the same type)) I've asked this before though and the answers seemed to be that it was not possible (though I'm starting to think that it MUST be able to do commander summons without a troop of the same name) have to look into that better, probably need another effect number). For troop summons I think you always get a commander and it will only be differnt for the wolves, crows etc and that those links are hardcoded since they are certainly not in the modding manual (the spell guide seems to implicate this too) |
Re: Monster SCENARIO Project
Well I had a concept for mid game events...
If I can create a unit which is majorly stealth, cannot move, basically nothing but a place holder. And then midgame the mod changes it into an attacking unit. But Im not sure if units can be placed in stealth mode. And if its placed as a national unit, will it have to fight for ownership? If its placed as an independent (nation 25) then I cant see a way to change it into another nations unit. |
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Hmmmmmm.......
if I can find a unit that when placed will start out as stealth then how about if the unit it changes into is a major AoE charmer? Can I make it a single-shot? Maybe invent a spell which is very powerful, and costs 50 gems, then give the unit 50 gems? And change it into something diseased or dying of old age. That way, on turn 50 or whatever, it suddenly changes everyone in the province (indepts, my army, your army, whoever owns it) into an army for their nation. But it wont change me when I send my army to take the province back. |
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OR it could change into something with major summoning ability. It summons a commander and 50 troops "each turn" but has built in safegaurds so that the unit it changes into can only live one turn.
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Is there a spell effect that causes teleportation to a random province?
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Since we seem to agree you can't place stuff during the game then I'd say that the best option would be as I and others (you I think) mentioned before, use a not connected province and place the army there (no need to stealth them since noone can get there anyway) if the commander can cast a transport army spell (which should be hard since you'll just give that nation a cheap nation specific transport army spell you mod in) Then you can just let the nation be player controlled (by the DUNGEON MASTER :D) and dormant (do give them income plz) and when you think the players need some extra action you let the commander/pretender teleport to a certain province (which was very attractive to other players since it had a nice magic site for a decent amount of gems and HIGH pop).. and where.. how fortunately his special nation specific sites (with his overpowered cap only recruitables) and a castle also are situated but which the others coulnd't use (like any capitol).
Gandalf, lets do this :D. It shouldn't be hard and could be entered in any game (just pick an out of the way province and delete all it's connections in the .map file and add the needed sites on the target (invasion) province (hey problem..... can you add sites in the MAP file if they are not in the vanilla game but only in a .dm? might be since it reads .dm before .map I think) and then add the needed units and commanders there and make the province the starting capitol for that nation. and then you only need to make a .dm file with that nation (and it's transport spell) which it easy, for a test I could use my dragons and just drop most of their cost so it'll be overpowered :D hmm a farsummon with the ability to then summon an army (easily done) might indeed be just as easy. I think the key is they NEED a start province. |
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to a RANDOM province... hmm no but if you make it a player controled nation then you can just pick it.. works better with my idea of the target province having that nations specific sites anyway.
Why would it need to be AI.. palyer controlled is much better.. I mean.. AI might screw up everything.. a dungeon master (like DnD) might give just enough resitance to make ti fun.. and then let himself die anyway. |
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as requested...
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I dont have a clear picture of the "nation" version. So a nation would be placed. And the game would progress 50 or 100 turns. Then the nation would emerge? Im not sure how mid-game mod would make that different than just allowing the game to progress to 50 turns before having the nation take part? Ive done games where it was force-advanced thru some of the game before starting in. Are you seeking to "hide" the nation and allow another nation to roll over it before it erupts? |
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Well they player playing the nation just doesn't do anything on its secluded (no connections with other provinces) and his invasion army is just there.. waiting.. till the dungeon master decides it time to throw in that army and you teleport that army to where you want (which could be a province where there is his nation specific site :D)
The best thing for this however (since I agree your idea is nice too) is that it will almost certainly work.. whereas a hidden commander might just attack... or be discovered.. or NOT do what it's supposed to do after it changes to what it should be. If it autosummoned units that would work for sure.. BUT that couldn't be commanders.. I agree that for SP my idea isn't usefull and since most play is SP we need to see how we can make your idea stick best. |
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Hmmmm creating a nation in a locked province would work.
Granting it a free gateway spell of some sort would work. But Im not sure about the sites. As I understand it, home sites are not modded to a nation. They are modded to grant certain benefits to "the original owner". So if you invade your new location then you wont get them. Someone more knowledgeable in standard modding like Sombre might know. Maybe a site could be midgame mod-changed into a startsite? So the ownership is recorded and set AFTER you get there? It could be a blank do-nothing site until then. I guess we would have to play with that. |
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hmmm I don't know about how start sites work actually so you might be right.. in that case your suggestion will probably work it seems like any change in a .dm file. But original owner.. won't that count the owner of the site (the number) from the start of the game?
You could even change the site name: first like "high crystal palace of the elements" (a site you would want) and then "dark ruin with astral gate to the netherworld" (obviously there needs to be some more thoughts about those names but you get the idea) We could just try it.. annoying thing is that trying changes in mods is not easy for me since when I leave the game and start again I OFTEN have the game lock at the start of my turn (when restarted) which only resolves after restarting the comp.. which is quite annoying. (and one of the reasons I'm testing my own mods less than I should) It still won't do anything for SP though it's more a MP sort of move anyway I guess.. |
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MP is fine if its something I might add to my server games to make them more interesting :)
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If you mean the sites a nation starts with (ignoring the set up of the province it starts in), the ids can be defined in nation modding. As for the benefits they grant,... I'm not sure which you're referring to. Clearly gems/resources/gold go to the current owner and you can't recruit any #homecom or #homemon units assigned to them. What other benefits are there? The void gate? I don't have much experience with that - I would assume anyone can use it, if they capture the cap. |
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Ahhh so its only the homecom and homemon that is specific to the original owner. That could be a problem.
Altho I think Azael might have wanted it unobvious about where his home-to-be for his invading nation was located. So homemon and homecom might not work well. Anyone can see those if they captured the site. Oh well, back to wondering if midgame modding can make a difference. IF midgame mod adding a unit to a specially created site will work (which seems like a fair chance that it will) then we wouldnt need to worry as much about homecom and homemon. We could use regular mon and com. Hmmmm other than a problem if it gets captured by someone else then. |
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You could put it there and it not do anything special until you reach whatever point you want. Say, give 1 gem income. Then later mod it to do what you actually want it to.
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semi-SUCCESSFUL TEST
I created a site named stub that gave gems and added it to my watcher nation (which is what Im testing the heck out of at the moment). I took it one turn then quit. Then I changed the mod to change the name of the site to Stubby and add a recruitable unit. On re-entering the game it was now named Stubby and gave gems and the recruitable unit. I call it semi-successful because at this point it has been test-proven for solo games and not for mp games |
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nah that should work..
try it on a indie province though.. place it in a indie occupied province from start of game, they conquer it and 1-2 turns later change site and see if you can recruit. (and make the site nation specific) |
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WOW
I created a new unit to try out the thing about summon&die (havent gotten to that part yet) but just to see if I created a unit correctly I added it to the startsite and re-entered the game. It worked. No no, the neat part is that IT WORKED! I didnt start a new game. I reentered the old one. This units ID number, and everything about the unit had not existed when I started the game. Its a mid-game change inventing an entirely new unit and adding it to the game. This is going to be fun to add to my SemiRandom AI-nation project |
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I'm not surprised really :D I've added units etc dozens of times during a game :D I usually just start a game and continue it when I have made changes to a mod.. usually works (and with usually I mean I can't remember it not working, except sometimes the mod doesn't seem to have updated but then it will later, new sprites work too.)
I still wonder about changing a magic site in an indie province (on start of game at least) which was not your capitol into a capitol site (nation specific) since I never tried that. |
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yeah you are a bit prickly these days ich.. I wasn't even allowed to talk about vampires in dom 3K in a vampires thread :D, and I even ended that post with saying I couldn't use it so it was ended there anyway.. not like those 2 lines made much difference, my real message was above that.
Anyway Ich since I read just now you are the creator of the spell guide I was wondering if you knew the answer to a question I put up somewhere on this forum about remote summons and getting commanders when summoning troops and vice versa.. can that be stopped? |
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Ahh crap. I found a hangup on this project.
I can change it to summon 5 (apparently thats the max outside of your dominion?). But they rout. I tried to take the unit out of hiding at the same time so it could command but you cant seem to do that. I had it as #stealthy 125 when I move it. Then I tried changing it to #stealthy 0 but it stayed hidden. Same with #stealthy -1. And I tried -stealthy 125 (removing stealth) which kindof worked since it took the stealth icon off the unit but the unit stayed hidden. |
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Try removing the #stealth line completely? It should be forced to attack the next turn, I think.
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it's only a hangup for your project really :D my idea could still work.. most probably will. Anyway if you give it like E 1 and a summon spell for an army castable by a E1 mage... (a large army + commanders) and it's immovable (?) etc so it could probably only cast that spell and be useful....
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But to throw it into combat you have to make it visible unless you plan to move it and have it erupt at the same time. In that case you might as well just gate in an army
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Re: Monster SCENARIO Project
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I think its part of some of the other bugs that have been found where Dom3 doesnt recheck things after the initial action. It was hidden, so next turn its still hidden even though it has lost the ability. If I try to move it then its unhidden, but I cant "unhide" it from the mod as far as I can figure out. I cant think of any ability to grant it that would force it out of hiding either. |
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