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Re: calling new modders
Just CBM 1.6... Well, I can look...
Don't see any #newsites in CBM. |
Re: calling new modders
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I didn't have time to try it with CBM also enabled, so I can only assume there is a conflict, though I tried to choose numbers that didn't match the ranges that CBM uses. In any case, for me at least, you get the expected recruitable roster, sites (including the new one), and starting troops. If I get a chance, I'll see if I can determine what the conflict is, but I can't promise anything soon as I'm quite busy with "real life" :sick: at the moment. |
Re: calling new modders
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Anyway, the conflict is because of this in CBM 1.6: --Man ME #newsite 800 #name "Forest of Avalon " #homemon 64 #gems 6 3 #path 6 #end #selectnation 30 #addreccom 212 #addrecunit 65 #clearsites #startsite "Forest of Avalon " #startsite "Tower of Avalon" #end I've updated the Azgeth mod code to use a different site (801), and also updated the unit numbers (now using 3000-3009), since that range overlaps this mod too. I also fixed an issue with the pretender based heroes showing up in the pretender list. I *think* it's all working now, but I haven't really put it through its paces, and probably won't soon. |
Re: calling new modders
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Re: calling new modders
If it concentrates on thug tactics it still might be an irritant. Besides it rarely gives equipment that is anything to drool over.
I was thinking of maybe giving it trolls and cavemen. And any type of thuggy commander with low leadership so it ends up with lots of commanders that have lots of slots free in case that makes a difference in its "thinking". I seem to be seeing it that way with the mage-only junk nation but since it seems to assign equipment differently for mages Id still like to see late-game for a thug-only nation. I think there are already some thug-type nations modded. I could just test those in some automatic games against the built-in nations on AI to see if they do better or worse. But I figure Id try some "pure" junk nations first with nothing but (in this case thugs) to see how it goes. I was going to test some of the modded nations we have later on when I have an idea of what is desirable. |
Re: calling new modders
The best way I have found to make AI thugs is to modify their stats as if they were equipped with the desired gear, then if desired you can set them to 0 item slots.
For instance, instead of using map commanders to give the thug "Full Steel Plate" Use a mod command to give the modified thug #armor "Full Steel Plate". Then set the item slots to 0 and if desired give them #onebattlespell (Whatever) + things like fireshield etc. to simulate effects from the items. |
Re: calling new modders
Oh I definitely agree - you could give the AI some pretty nasty thugs that they'd use, via mod commands.
I don't think they'd be interesting to play against, but it would be easy to do. I mean we'd be talking a fireshielded guy with a frost brand weapon, awesome armour, awesome shield, the entangle effect, superb mr and most important, big built in reinvig. Then you just have them as a summon or a commander recruit for the AI and have them onebattlespell berserk to make sure they actually do something as opposed to hiding behind troops or spamming vine arrow or something. |
Re: calling new modders
Yup. I think in order to make them challenging at all you would need to ensure the AI has and can replenish them from the get go, and make a variety of them so there is some surprise concerning what you will be facing.
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