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Re: Modding Help
Back to messing with the Boomers again.
I want to use the 329 effect "slime" as a secondary effect. I would like this effect to *always* slime them. Unfortunately slime appears to have a mres tag, which means it's checking against mr each time one of my guys tosses vomit at them. Is there some way around this so that I can get the slime effect on the weapon every time they're vomited on? Jazzepi |
Re: Modding Help
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Re: Modding Help
I just figured something out. I was using the vomit attack and attaching an AoE command. I thought that the AoE command would mean that anyone getting hit by the AoE would also suffer the #secondaryeffectalways.
Not true! Only when the projectiles hit their targets does the secondary effect fire. So what I've done to better simulate a bunch of opponents getting slimed is raised the firing rate so that the boomers get one big volley in to begin with and that's it. Jazzepi |
Re: Modding Help
Yes, if you make an attack short-mid range (or str based range) with only 1 ammo and a high nreff, it can be very useful/interesting. Fire then engage.
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Re: Modding Help
I have a strange problem. I'm trying to erase all the regular leadership from the national units.
I have one unit that has no magic and I do this. 1. I call the #noleader command in the unit's section. 2. I call the #okmagicleader command in the unit's section. Now that unit has 0 regular leadership and 40 magic leadership. Exactly what I wanted. I have these crest of the allspawns and they have magic as can be seen below. The problem is I call the #noleader tag, and then the #expertmagicleader tag and the unit ends up with zero leadership in all three fields, which is not what I want. Help? Code:
#newmonster 2609 Code:
#newmonster2606 Jazzepi |
Re: Modding Help
Leadership has always acted screwy. It used to be that you couldn't copystat units with 10ldr and give them 40ldr for some crazy reason.
So what you're describing doesn't surprise me. It's probably just another of these bugs. |
Re: Modding Help
Sometimes, when I'm doing this modding stuff, I feel like I'm driving with the blood of a pedestrian on my windshield blocking the view.
It just keeps getting thicker, too. Jazzepi |
Re: Modding Help
Another strange problem.
#startfort 5 #defaultfort 11 #farmfort 26 #mountainfort 32 #forestfort 7 Those are my fort commands, but for some reason when I go to build a fort on a territory that says "forest" as its own terrain type, it tries to build the default swamp fort instead. Jazzepi |
Re: Modding Help
modding can be an exercise in patience.. I do suggest that after substantive changes, change the version number, unload the mod exit dominions, reload the mod.
That has fixed a lot of screwy behavior for me. |
Re: Modding Help
There are no bugs relating to fort type settings afaik, so recheck what you typed against the mod manual and reload the mod I guess.
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