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Re: Mod & Map Manual Feedback
Oh! Okay. Can't believe I missed that.
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Re: Mod & Map Manual Feedback
rdonj, no reason to feel bad about missing something. Happens to everyone. Happens to me alot.
In fact right now I've been through the manual 4 times looking for the command to make a weapon that can't be dropped. Logged on to alleviate the frustration. |
Re: Mod & Map Manual Feedback
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Re: Mod & Map Manual Feedback
One thing I did notice (which is completely inconsequential) is that awe and animal awe get reversed when talking about what the bonus is. In case that comes off confusing I'll just copy/paste the section so you can see what I mean.
#awe <bonus> Bonus can be a value of one or more. A bonus of one means that people with a morale of 11 have about 50% chance of daring to strike. A bonus of 10 means that you need a morale of 20 to get a 50% chance. -->Standard value is 1 (for Animal Awe(+0) ).<-- |
Re: Mod & Map Manual Feedback
I'll check that out.
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Re: Mod & Map Manual Feedback
An idle thought:
How about adding in large, bold print right after the title page of the mod manual something like: "A lot of the modding manual instructions and commands are not intuitively obvious to first time modders. It is highly recommended that first time modders download one or more mods and review the .dm files for examples of actual applications of modding commands." |
Re: Mod & Map Manual Feedback
1 Attachment(s)
Map Edit Manual could also use an example for newbies.
They are bit harder to find so I have attached an example of a map edit where I use most, if not all map edit commands. (You will probably want to shorten it.) You could insert the example as the last page of the map edit manual. My first modding started with map mods and I was only able to accomplish that because Gandalf posted an example for someone. |
Re: Mod & Map Manual Feedback
Good ideas. The mapmaking manual is still a less complete work than the modding manual, since it was far less substantial to begin with and there has been less time to work with it and more stuff to add. An advanced mapmaking section is somewhere in the planning stages, but not a reality yet. I expect that I'd need to add that and any other example codes as an appendix. Don't count on all of this appearing immediately, though.
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Re: Mod & Map Manual Feedback
Okay, I have been doing some testing on the nametypes 141-150. Here are samples of each:
141 - Karpok, Ek Chua, Kerugaq, Sirmiq 142 - Madunta, Uistean, Eadbhard, Cuan 143 - Anastas, Orlaith, Barran, Loemfind 144 - Dreamsoarer, Running Cloud, Thunderer, Beast, Revelry, Man Eater 145 - Barbsong, Whisperleaf, Thistle 146 - Giorgy, Gleb, Sviatopolk, Kiryak 147 - Nadia, Elena, Faina, Tamara 148 - Gal, Ahia, Ethan, Yarden 149 - Ariel, Niqmepa, Rapha, Ulkan 150 - Dinah, Hephzibah, Asherah, Mahalia I'm sure people with better cultural knowledge than me can identify several of them. They are all obviously quite different, and several are quite interesting. However, the real finds for me are 144, which I'd describe as being for animals, and 145, which is for plants (treemen etc). Both of them are actually very useful for me, and I think it would be worth including them in the manual. If I had to make my own best interpretation, it would be something like: 141 - Enigma (non-European) 142 - Enigma (Celtic?) 143 - Enigma (Celtic?) 144 - Animal 145 - Plant 146 - Enigma (Russian?) 147 - Elegant Female 148 - Enigma 149 - Enigma 150 - Enigma (demonic?) Also, I have a couple of errata for the manual. Under #selectnation it says first that the number can go up to 79, then suggests using numbers up to 93. Also, the nametypes go up to 150, not 149 as stated. Hope that's helpful! |
Re: Mod & Map Manual Feedback
I have this in my little txt files.
141 - Inuit 142 - Tirnanog Male 143 - Tirnanog Female 144 - Nature Beasts 145 - Plants 146 - Rus Male 147 - Rus Female 148 - Gath Male 149 - Rephaim 150 - Gath Female |
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