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Yet More Mod Questions
Hello, might you help me with these?....
1. Must the Castle Defense Bonus be a full integer, and must it be positive? (Reason: I want most/all members of this new race to be bad castle defenders, but since I cannot find a "reduce strength by 5 for castle defense purposes" command (no wonder), I thought I would give them a Bonus of -0.5. However, I also cant find the bonus command for this -- I can find the #siegebonus, but not castle defense. Any tips? 2. How did the Dev Team mod those Oceania chaps to be Stealthy only in water -- it seems there *IS* a terrain-dependent stealth command (goody!), but I cant find it. 3. How I can I mod shortbows (or whatever) to be Poison Arrows (normal arrow damage + weak poison or strong poison)? 4. Is #heal recuperation? 5. How do you mod units so that they are capital only? 6. How do you mod a nation's starting spells? 7. How can I create and determine a nation's heroes? Thank you |
Re: Yet More Mod Questions
>> 2. How did the Dev...
Oceania unit transforms to another unit, which is not stealthy, when it enters land. There is not terrain-dependent stealth command, AFAIK. >>4. Is #heal recuperation? Yes >>5. How do you mod units so that they are capital only? Use units which can be recruited from magic sites. 'Halls of Andvare' or other national sites depenging on which nation you are going to replace. >>7. How can I create and determine a nation's heroes? Use replaced nations heroes. #selectmonster XXX and change their stats. |
Re: Yet More Mod Questions
1. Castle Defence Bonus (-0.5)
I don't think I have seen negative castle defence bonuses, but try it. It might work. Being mindless would make them poor at defending, but I don't remember anything else atm. 2. Oceania Stealthy only in water? Oceania has two times the units shown: first ones are the units underwater (with stealth), others them on land (without stealth). This could be much bigger chance, like from Lobster-riding Arch Mage to mere Arch Mage. 3. How I can I mod shortbows (or whatever) to be Poison Arrows (normal arrow damage + weak poison or strong poison)? 4.26 #secondaryeffect <effect nbr> This secondary effect will affect anyone harmed by the weapon. See table 7. 4.27 #secondaryeffectalways <effect nbr> This secondary effect will affect anyone attacked by the weapon, no matter if it was a hit or not. See table 7. Only one of #secondaryeffectalways and #secondaryeffect can be used. Table 7: <font class="small">Code:</font><hr /><pre> Effect nbr Type of effect 50 Weak Poison 51 Strong Poison 52 Death Poison 53 Delibitative Poison 54 Paralyzing Poison </pre><hr /> 4. Is #heal recuperation? Yes. (Haven't tested, but should be by the dscription.) 5. How do you mod units so that they are capital only? By rewriting units of a site that allows recruiting them, and adding that site as a starting site. National starting sites of the nation to be replaced are best, because then you (or your enemies!) won't be able to recruit Super Hyper Necromancer from every Library. 6. How do you mod a nation's starting spells? 9.3 #school <school nbr> Magic school for this spell. If school number is -2, the spell is national spell. 9.4 #researchlevel <level> Exception: If the school is -2 the level is the number of the nation However, this removes the spell from the list of researchable spells. If the spell is added in the map (#startspell or similar), this doesn't happen (IIRC, it's a long time since I have seen that used). 7. How can I create and determine a nation's heroes? You can't add any new heroes, but can replace existing national heroes. Except for their name, unless 7.45 #nametype <name type nbr> can be used. You can remove all heroes by #clearheroes. |
Re: Yet More Mod Questions
Oooh thankee thankee thankee!
Sorry for my denseness -- but what is the commande for castle defense bonus and where can I find that? And with the national troops -- ok, great. I am still slightly confused about that, perhaps you can help me? - The nation I am doing will probably end up replacing Man or Pan (best thematically would be Mictlan, but their God choices would be wrong), so that means I would get, say, the Grove etc. as starting sites, and I could then recruit Pans. Then I would change the Pans etc. into the units I make. OK so far. But - They will look wrong. (I was hoping to mod only existing monsters since I cannot draw worth dung.) - I dont want this nation to have Pan's gem income, but rather a completey different one (namely: 2N 1a1f1e). - Heroes: Does that mean I must choose the same number of heroes? - Heroes question2: Can I find out those monster numbers? (Otherwise I would have to make a test game and host indefinately until all heroes showed up...) THANKS SO MUCH!! |
Re: Yet More Mod Questions
Oh and one last thing I forgot: Can I mod a command "summons allies" and then specify the monster which it summons? (I hope so.)
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Re: Yet More Mod Questions
You cannot mod the summoned allies AFAIK http://forum.shrapnelgames.com/images/smilies/frown.gif .
You also can't mod new spells or new summoned monsters http://forum.shrapnelgames.com/images/smilies/frown.gif Heroes-numbers can be found out in Edis unit_ID document http://forum.shrapnelgames.com/images/smilies/happy.gif . Use this for clearing sites : 12.25 #clearsites Clears all start sites for this nation. Then feel free to add as many sites as you want with this command : 12.26 #startsite “site name” Adds a start site for this nation. Table 15 shows some suitable start sites. All sitenames can be found in Edis Sites.xls . You have unfortunately to chose the national heros only , so you can't get more then the nation gets . I can't make 9 Nazgul heros for my mordor mod e.g. http://forum.shrapnelgames.com/images/smilies/frown.gif . And most evil you have to make unitgraphics . This is the part that takes longest . I am experimenting around there atm by testing various programs because paint is complicated because it can't save as targaformat afaik . I can't draw neither but you should find with some patience somewhere fitting pictures of the new creatures you have in mind . |
Re: Yet More Mod Questions
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Re: Yet More Mod Questions
Thanks!
Can I rephrase yet again.... Look, I want to make at least 2-3 units recruitable in CAPITAL ONLY. So therefore, I need to give my nation a site in which I can recruit certain units, and then find those units and mod them, right? So I need to find a site which has the right *number* of recruitable units, but also the right number and type of gems, and mod that, right?? Is that possible? thanks so much, boy am I bad at this, but I think the mod will end up being very good, if not quite so neat as I had hoped (since a lot of the goodies I wanted to do are not yet possible) |
Re: Yet More Mod Questions
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Re: Yet More Mod Questions
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I downloaded today gimp and it is very good . It is for free so you should download it also to start making your units http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Yet More Mod Questions
Thanks much.
I tried reposting, but the boards were down. My problem is this: I have found the right combination of starting sites with the right number of units, but I cannot find out how to change the #spr1 and the #spr2 command for these units. I mean this: Let's say I take the Keep of Ulm -- it gives me 2 units, one a commander and one not, as capital only recruitables and no gems, great. So I take their numbers, mod them, and I'm all set. BUT: I cannot find the .tgas for the units I want to replace them with!! I wanted just fairly simple horseman types, so I took the Red Guard as an example, because I REALLY CANNOT make new unit graphics, it will look just so crappy. So I cannot find where to have the #spr1 and #spr2 commands lead to. So the mod will work, but instead of mounted horsemen, I get Guardian-looking units. Do you see my problem? Since I cannot actually change the graphics, I thought I would use the game's existing ones. This works fine as long as I can select a monster which looks all right to me. This works well -- except for the nation's capital-only units. So where can I find the .tgas? I searched the whole folder, but I dont see them! |
Re: Yet More Mod Questions
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Or you wait for Gandalf he had somewhere all units from Dominions saved . I would rather recommend though to use Gimp or something like this . It takes time but i just made my first unit graphic today http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Yet More Mod Questions
EDIT: I came late. New post follows soon.
- They will look wrong. (I was hoping to mod only existing monsters since I cannot draw worth dung.) Neither can I. But I can copy a shield of Black Forest Ulmian, then paste it over general Infantry of Ulm's shield. And paste the bright crescent symbol over Black Knight's shield. And for Pangaea, you can probably use some of the Oceania pictures: they already are of the correct size and filetype. Oh and one last thing I forgot: Can I mod a command "summons allies" and then specify the monster which it summons? (I hope so.) Sorry, nope. If you could replace Mictlan, you would get their slaves and slave-animators. Their starting sites don't match with your gem income, however. And the pretender selection would be wrong, and on the other hand the "blood must be sacrificed" cannot be removed. - I dont want this nation to have Pan's gem income, but rather a completey different one (namely: 2N 1a1f1e). #clearsites, and many #startsite s. It might be hard to get both three capitol-only units and that gem income, so you probably have to change it a little. Forest of Avalon would give 3 nature gems and allow recruitment of one commander and two units, as an example. |
Re: Yet More Mod Questions
I used Redguard in my Nation Replica. It was in the banner, but I easily extracted it, changed background and shadow and zipped it. Check this post's attachment. http://forum.shrapnelgames.com/images/smilies/wink.gif Only #spr1, but that should be enough for most purposes.
To get unit's Spr1: Run Dominions II in window. Alt-Tab if it is already running and is not windowed. From visual options, put Filter off and Opacity to 100. Then choose the unit which image you want. Take screenshot (Prt Scr key after F12 in my keyboard) and paste it into graphics program. Remove DomII around the unit. Remove background. Recolor shadow. Save as targa. If you use MS Paint, the following is the easiest way to remove the background and recolor the shadow: Choose eraser. Choose "color chooser", and click on the black background of the image. The second color can be anything, white goes well. Use eraser with right mouse button. It should only replace the main color with the second color, that is, background's black to white. You have to use this twice because background has two types (hues?) of black. Do the same for shadow, but use magenta as the second color. Its in lower line of colors, in about middle. Now recolor all white to pure black. The image looks almost the same, only the shadow is now magenta, but it works in the game. Change picture's size from Ctrl-E. Save as bmp, use IrfanView or similar to convert to tga. If the game used filter or the opaque wasn't 100, you will have many more blacks in the background. Take a new screen capture. You could try to recolor the almost-black background to black without going white between, but might miss some almost-black pixels. |
Re: Yet More Mod Questions
Hey thanks -- I just saved that text and will try it out at home.
One question: When you say, choose the unit, you mean select it like you were recruiting it? I ask because I think the spr1 is the "normal" pose, and spr2 is when it attacks, but to get the spr2 I would have to make a screen shot of it on the battlefield in action, and I am not sure I knew how to do that. Well anyhow thanks so much for all your help! |
Re: Yet More Mod Questions
I meant that you have to have the info screen with stats, item slots, special abilities etc. open. This can be opened from recruitment, battle orders, battle etc.
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Re: Yet More Mod Questions
Oh, and about spr2: you have to take the screenshot in battle, without background and without grid ('w' and 'g'). Be sure you are as close to the earth level as you can go, and compare the battle sprite to the general sprite you should have open in a graph. edit program. That makes it much easier to get the picture close to the right size.
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Re: Yet More Mod Questions
OK thank you very much.
After doing some more tests, it looks like I actually cannot do more than half the things I wanted -- my mod will end up making a fairly vanilla-flavored nation without other forms of modding capabilities (castle defense bonus, terrain-coupled abilities, summon allies, etc.); I will work on it, but quietly, and without pretense of finishing it for a while. But thanks for the help until then! |
Re: Yet More Mod Questions
http://www.dom2minions.com/~minion/icons/
They are there individually and as a complete zip at the end of the list. Those are only spr1 since no one has figured out how to mass-grab spr2. Its also abit out of date without some of the latest editions. For spr2 the difference is usually very minor so since you are editing changes anyway its usually easier just to edit the attack-move for spr2 also |
Re: Yet More Mod Questions
Tinkthank, I think I know how you can get units with Summon Allies! In Dom:PPP, most pretenders that now get automatic units had "Summon ally". Those units still exist, they just aren't available in the pretender choosing screen. If you find few that summon units that are not used anymore, you can easily mod those two and add the former to your nation's recruitables (#reccom).
Atleast Moloch (120, devil), Father of the Serpents (Horned Serpent). Many uniques also had this ability, atleast Arch Devils and all Elemental Royalties, but I believe all those have been replaced. Also, you could replace unit(s) that are rarely used, like Draconians and Draconians Chiefs. Replacing Ermor would give you many summoning spells, and unholy priests without unholy spells might be a possibility if they reanimate Ermorian undead. And you might just change some unit and everything that uses it, like Wolf, Call of the Wild, Howl, Werewolf and Wolfherds. Call of the Wild and/or Howl could either be changed, removed or made national spells, Werewolf and Wolfherd would be two units that can summon the unit that would replace Wolf. I'm sorry I can't come up with anything else, it might help if I knew what you were doing... http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Yet More Mod Questions
Hm, thanks very much!
I really dont want to mod too many units that can pop up in a game, and certainly none of the units which belong to other playable nations. Therefore I may und up sticking with modding TC, as odd as that will be. (I had wanted to do a nation of nomadic horse-worshipping plain-dwellers loosely based on the Dakota Oglala religion and culture as told by Black Elk; I wanted to give them a Fort Defense Bonus of -.5 or more, since they should be bad at defending castles, and one of their mage-priests as well as their scout should be able to summon eagles (black hawks are fine); I also wanted them to have a "tracking" ability, but that is out of the question; I also wanted to give their holy warriors mistform, but that is a no-go; for flavor, I think I will end up making their four elemental mage-priests shapeshifters (eagle, bear, serpent, horse). Almost all units of the nation are stealthy (0 to +5), almost all are mounted, almost all use shortbows, almost all have high morale, and almost all have exceptionally poor armor -- so without some sort of extra flavor and very good mages, I think they will end up being a fairly boring nation which no-one will want to play except stealth-lovers, bless-n-priest-lovers and tree-huggers.) |
Re: Yet More Mod Questions
Maybe you should go for Pangaea. The sites aren't very fitting, but there are few very good reasons:
Pangaea is currently a stealth nation, and has good, fast, "mounted" sacred units. Pangaean Heroine Harpy Queen auto-summons Harpies. Pangaea has multiple special summon spells in its "Carrion Woods" theme. That theme also has lots of units no other nation can get, although I don't think Manikin/Mandragora constuction spells can net you them. By changing Harpies yo your Eagles you can easily get what you want. If you want to keep heroes, you can replace Pan and Maenads, and make Harpy Queen summon slightly better harpies or something entirely else. If you don't care about heroes, you can make Pan the scout (would only work in turmoil though), Harpy Queen the mage-priest that summons eagles, and Maenads and Harpies to the Eagles that would be summoned. You can either have Eagles replace Harpies in the recruit, or #clearrec and not add eagle/harpies. You can use Valley of the Horse Brothers as one of their starting sites, and replace Horse Brother commander with one of their commanders. They could turn out elsewhere, but that site fits your nation and Glowing Hill (Van in Dom:PPP, Daoine Sidhe in DomII?) already does this for other nation's special unit. Also, please check this post if you already haven't. It is Duncanish's idea about Indian nation: "I've been tinkering with a nation based roughly along the lines of various Native American nations. But, the fantasy twist, it's a nation of shapeshifters. Fans of the White Wolf book line, Werewolf: The Apocolypse will recognize all of these things, as it's drawn from their line. " |
Re: Yet More Mod Questions
Hey, thanks for all of the help.
I did check Duncanish's post -- I think we may want differing things. I am making little or no progress. I DLed Gandalfs handy spr1s, but when I open them, save them as .tgas and use them as references in my mod, activate the mod, and load up my nation to test, the game crashes with a NGF: bad tga. I may be creative enough but just too stupid for this.... |
Re: Yet More Mod Questions
Linux version is case sensitive. Make sure your tga's have the name you give them in the .dm file. I try to avoid capitals as a rule of thumb. Mods made in windows doesn't suffer from this problem so several mods we have recieved had to be modified to be playable (by me that is).
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Re: Yet More Mod Questions
Thanks very much, but I am doing this in windows, and that doesnt seem to be the problem. Since I dont understand why this isnt working, I am just using Potatomans Ashikaga graphics to test my mod.
I obviously dont understand a lot -- but what seems particularly odd is that one of my new monsters, #2100, can be recruited, but it shows up as Chuddur Kadul, obviously somehow tied in with Atlantis/Ryleh. I dont understand why, so I changed the number to 2102 -- and it is still Chuddur Kadul, only that the graphics now takes some Marignon-looking fellow instead of the Ashikaga one it is supposed to refer to. No other mods are active. Does everyone else run into tons of little problems when doing this or is it me and my stupidity and computer-unfriendliness? |
Re: Yet More Mod Questions
Argh, can someone tell me what I am doing wrong?
I am making the national summons, and already modded the Carrion Centaur 714 unit appropriately (works fine when I make him recruitable, which I did just to test, because I cannot summon him), but I cant get anyone to cast the darn spell. It will not show up in the list of spells that people can cast. #selectspell "Carrion Centaur" #school -2 #path 0 1 #path 1 0 #pathlevel 0 1 #pathlevel 1 1 #fatiguecost 300 #end Thanks much in advance. |
Re: Yet More Mod Questions
Could you post that bit of a code? That seems strange...
And modding/scripting is closely related to programming, and only programming shows the computers' supidity better. They do what you tell them, and only that, probably with wrong result in the first version. Most problems can be solved easily (after you find the problem), and the rest can usually be solved for you. |
Re: Yet More Mod Questions
Did you test it with Pan cw theme to summon the spell ?
Afaik this spell is carrion woods theme only so it could be possible that these few spells can't be modded correctly . You can also as a 2nd test leave out the #school -2 line because the spell works this way already default . If this doesn't work better wait for an answer by Johan or Kristoffer http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Yet More Mod Questions
This should work just fine. Carrion Centaur now needs 1N1D caster and 3 nature gems. The spell is also specific for Pangaea now.
#selectspell "Carrion Centaur" #school -2 #researchlevel 10 #path 0 6 #path 1 5 #pathlevel 0 1 #pathlevel 1 1 #fatiguecost 300 #end If #school is set to -2 you must specify the nation with #researchlevel X -command where X defines the nation. |
Re: Yet More Mod Questions
With '#school -2' you have chosen the spell to be national. You still have to choose the nation!
"9.4 #researchlevel Level of research required should be a number Exception: If the of the nation that has spell." Add line '#researhlevel 10', and it should work. edit: Heh, 3 minutes late... http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Yet More Mod Questions
God I am an idiot -- NOW I FINALLY GET IT. I never understood that researchlevel before, I thought it meant something like how much research you need to invest.
The modding document is EXTREMELY ambiguous. It says (quote): #researchlevel <level> Level of research required to learn this spell. The level should be a number between 0 and 9. Well hm, I figured this meant like Construction 0 to 9 or something. In fact, the number should not be 0 to 9, that is totally misleading. (That somehow makes me feel about 4% less stupid.) Thanks I will try this out! You people are wonderful. |
Re: Yet More Mod Questions
PS. Somewhat unrelated:
How do the devs do it? I mean, how can THEY make a unit with Castle Defense bonus? If it is not possible in a mod, then how can they do it when they make the races? Do you know what I mean? PPS. Although I cannot get my Sioux to be poor castle defenders (maybe if a patch, however, comes out before I am done), but what DOES work is this: They can be poor forgers! A forgebonus of -15% works (at least, it shows up that way)! |
Re: Yet More Mod Questions
We don't mod. All units are coded like this.
{"Ghoul Guardian",1924,10,2,2,14,0,13,0,10,11,10,9,18,{fx_ guard,fx_nil,fx_nil,fx_nil,fx_nil,fx_nil},{1,0,0,0 ,0,0},{5,0,0,0},{19,20,0},20,31,res_undead+res_poi son+res_food,ord_undead+ord_poor+ord_undead_ok}, It is not very userfriendly. Everything that is to be moddable must be made available in the code elsewhere. To enable modding of the guard special effect we would have to make the modding utility understand it and read it from a .dm text file. This is made on most special effects, resistances etc, but as they have been implemented over time there are still things that can't be modded. |
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Yikes! Scary! Well ok hat's off to you!
Thanks for the reply. May I make a tiny suggestion, if you have the time: Could you change the Modding document around section 9, specifically section 9.4 -- a number from 0 to 9 under research level is somewhat misleading if we are to put the nation number in some circumstances? This is probably not the place for it, but I thought I would mention it here: Perhaps for dom3, SiegeBonus and FortDefBonus would be best uncoupled from "unit bonus", but rather coupled to strength; otherwise, it may be impossible to make *poor* defenders. (A unit with good fort defense counts as 1 extra ... what? 1 extra unit with strength of 10? 1 extra of itself? In any case, a unit with strength of 10 and a fort defense of -1 would net 0, a bit too little, and -.5 would probably screw things up. But a unit with strength of 4 for defense purposes, or 25, would be perfect.) I hope I can continue to ask my stupid mod questions here? Well here are some more: I really wanted to take Pan as a nation, since this would allow not only a thematic closeness (stealth, tree-hugging), but also allow me to utilize their cheap temple build, which is perfect for my nation. Additionally, the God choices are perfect. However: ALthough I like the Oglala's national troops, they are not particularly multifaceted (almost exclusively light cav), and I wanted to make the base of their elite troops both sacred, fairly powerful, and not entirely easy to get. It made no sense to me to have a nomadic tribe with tons of "capital only" troops, although I will be having some (1 unit, 1 commander, or maybe 2 commanders). Therefore, I figured it would make sense to have them be summonable, since the nation will be mage-priest-heavy anyhow. And so this, too, fit in with Pan, since CW has national summons (I didnt want to mod a summons spell from someone else or from the global pool and hence screw up the game for others). But it turns out that the Pan's CWs national summons are commanders. So: Is there a way to mod a unit so that it be a unit? (As if it were a pre-GoR mind-enslaved?) If not, I am afraid I will have to continue to take Tien Chi (as I am currently doing), as silly as that will end up being for all intents listed above.... Any tips? One last question: I wanted to mod armor, Enchanted Warpaint, is ok, but I wanted it to give basically no protection except for 1 or 2 points of Magic Resistance. I dont see a way to do this. Am I missing something or is that impossible? Thanks so much |
Re: Yet More Mod Questions
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Sorry, can I ask yet another question?
I successfully used Gandalf's helpful pics to make a .tga for my new monster, the Hunter, but it turns up really tiny in-game (see attached screen shot). I checked out the .tga itself, and it has the right size; compared to Potatoman's ashikaga mod (against which I always test), it seems fine. Anyone know the problem? I am also attaching the mod and the .tga itself, if I can attach 3 things at once (please note: the mod is obviously far from done, especially the pricing and balancing of the units) (ok obviously I cannot attach 3 files at once, only one; if I need to attach the mod and the .tga, can you let me know and I will do so? thanks!) |
Re: Yet More Mod Questions
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About the size :
Make sure your unit fills most of the 64x64 pixels . As example onby attached a comparison from 1 of your units compared to a knight from Subes black moon mod . |
Re: Yet More Mod Questions
Liga's Manual Addenda mentions that high strength and flying add to the sieging ability, so atleast siege is more complicated than 1/unit. This hints to castle defence being more complicated as well, but I only know that being mindless makes you poor at it.
About summons being commanders: units/commanders are not differentiated besides the way they are added to the game. You can #addrec a Vanadrott, and you have a very expensive Van that gets some nifty magics if Gift of Reasoned; you can also #addcom a Satyr Hoplite or what have you. We cannot mod change whether creature spell summons is a commander or a unit. Your best bet is probably to use a rarely used spell. One example is Corpse Man Construction. If you mod that, remember that Lightning Rod and Staff of Storms increase its effectiveness. Humans should be about 32 pixels high, and Modding Manual mentions few other heights as well. However, it is best to start from a right-sized picture of a unit that already is of the same general type, and add on that. I'm not sure if Gandalf's pictures are of the right size, but they seem to be. |
Re: Yet More Mod Questions
THanks much!
I am sticking with Tien -- looks good so far. I could swear Gandalfs pictures are the right size. They are 64x64. I see no difference between these and those that others use, for example Potatoman. Besides the graphics and the cost / balance testing and better descriptions, I am nearly done. Would anyone out there feel ok volunteering to look at my mod and see if they can detect why I cannot some of these pictures to work? (I am computer inept.) Also, I will definately need help with about 5 pictures (national summons and 2 mages, just so it doesnt look SOOOO tien-chi-ish) -- in case anyone could show me how to do this.... Gandalf, you said you were interested in a Native American flavor of mod, would you care to take a look? Or Endoperez? Thanks very much |
Re: Yet More Mod Questions
Castle defence and siege is str squared divided by 100. Siege bonus adds to this. Flying adds 1.
CW is might be bad to use as it kills pop and reanimates. This feature is perhaps removeable by modding (can't remember). Commander status is not moddable. The only difference between units and commanders is that commanders are given commander status. Some spells do this (all spells that summons commanders and Gift of Reason). If you want the war paint to be a forgeable magic item it is possible, but if you want it only to be an armor it is not. Meteorite armors do not give increased mr to the meteorite guards. Instead they have a higher mr stat. This is not aesthetical, but the only available solution at the moment. Hmm, magic items aren't moddable are they? Sorry. Forgot about that. I'm not used to modding. |
Re: Yet More Mod Questions
Johan:
We can't mod Carrion Woods, but can assign Carrion Woods' spells as national spells for base Pangaea. That's what we were planning. tinkthank: As castle defence is (str^2)/100, giving your troops lower strength and higher damage in weapons should do what you want, mechanic-wise. As an example, str 9 and new Hunting Spear with damage 4 will have the same effect str 10 and spear with damage 3 would, but (9^2)/100=~0.81 is lower than (10^2)/100 = 1. This also makes them weaker in storming castles. Javelins', slings' etc. range is affected, though. But I'm not even sure if we can mod range to depend on strength. I can take a look in the mod, but can't help with graphics. I could try, but you should really find someone with artistic skills. |
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