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Re: Can a mod limit castle construction?
Nahh Im more interested in the conversation than the answers.
Maybe Xietor will. Or maybe I will after I work on some of my projects. |
Re: Can a mod limit castle construction?
I second Gandalfs remark that the conversation > answers http://forum.shrapnelgames.com/images/smilies/laugh.gif (my answer was wrong it seems http://forum.shrapnelgames.com/images/smilies/laugh.gif)
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Re: Can a mod limit castle construction?
Well then neither of you are getting any more answers from me.
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Re: Can a mod limit castle construction?
What good are experts then? http://forum.shrapnelgames.com/images/smilies/happy.gif
If I ironed this out myself it would end up like many other answers Ive done. It would become a cool working version of problem on my machine that I forget to tell anyone about. Im having enough trouble with that at the moment in testing out map commands like #defence for patrolling, and #god for local game vs network quirks, and #computerplayer (same quirks). Public conversation is good (even if it does happen ouutside of IRC). I just brought up some variants that I thought you might have an answer already for. Im too old for you to teach me proper methodology now. http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Can a mod limit castle construction?
I don't mind talking through problems with mods or how to bodge certain things using the existing mod commands.
But it's a waste of time for me to repeat stuff that's in the mod manual if you refuse to look in the mod manual because you don't actually want the answer. |
Re: Can a mod limit castle construction?
Granted.
So this is the mod manual that came with the game? Is that still up to date? |
Re: Can a mod limit castle construction?
The one that came with the game is up to date wrt the fort commands, but they are scattered all through the nation modding section. Download the Unofficial Reorganized Mod Manual v3.17 from the trhead linked in my sig, that has them all in their own subsection. The UORMM will become the official manual in the next patch, so taking a look at it will give you a headstart in using the new document.
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Re: Can a mod limit castle construction?
That must keep you dancing with the continual flow of new mod commands that keep coming out http://forum.shrapnelgames.com/images/smilies/happy.gif
Thanks. |
Re: Can a mod limit castle construction?
Basic Hack Rule #321:
Test all programmers lists. Particularly if they start with 1 instead of 0. The Fortresses Chart says they run 1-43 However (at least in map commands) zero does work. The list of forts inside the Dom3 program seems to call it "none". No picture appears and a split between internal and external guards just appear together in the province. It appears to be a way of saying fort, without assigning a fort. Thats not uncommon in programming. But the results are the same for fort 666 so it might just be a fluke. 44 seems to be a partially done castle. It puts a picture there, and divides defender/patroller. But it crashes the game if you try to look at it. I wouldnt use it. 45 is VERY interesting. It creates an info button but calls the castle NULL (computer programmer for nothing). The admin is 0, the supplies are 0, the time to build is 0, and the defence is 0, but the cost is 200. It crashes due to not having a screen for combat so if a .d3m file was selected for it then it might work. So far I think testing "Fort 0" is worth trying. |
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