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-   -   Utility: Mod & Map Manual Feedback (http://forum.shrapnelgames.com/showthread.php?t=40404)

rdonj September 6th, 2008 04:40 PM

Re: Mod & Map Manual Feedback
 
Oh! Okay. Can't believe I missed that.

Edratman September 7th, 2008 08:39 AM

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.

Edi September 7th, 2008 08:44 AM

Re: Mod & Map Manual Feedback
 
Quote:

Originally Posted by Edratman (Post 637065)
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.

Do you mean an item? Cursed items are not doable yet. As for weapons, using the #bonus command will make that weapon not count toward ambidex penalties and it also won't be removed if you equip an item on a commander. No idea if you lose it with stuff like the Lost an Arm affliction, as that has not been tested.

rdonj September 7th, 2008 05:53 PM

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) ).<--

Edi September 8th, 2008 01:59 AM

Re: Mod & Map Manual Feedback
 
I'll check that out.

Edratman September 12th, 2008 10:55 AM

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."

Edratman September 12th, 2008 11:13 AM

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.

Edi September 12th, 2008 02:33 PM

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.

llamabeast September 25th, 2008 02:36 PM

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!

Sombre September 25th, 2008 04:08 PM

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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