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A little modding help please
Hi guys, I'm creating a nation which will hopefully amuse some of you when released.
It's been years since I've tried my hand at modding, and I'm a bit stuck. I wish to be able to give a new pretender the "Crown of Command" and "Golden Sword" as equipment. I can get him the sword with no problems, but for some reason the crown just doesn't work. Anybody have an idea why? |
Re: A little modding help please
More specifics are needed. What commands do you use, what errors do you get? Generally, what do you do and what happens? In detail.
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Re: A little modding help please
You might get more/better responses if you post this in the modding subforum. edit: whoops, I see Edi moved it.
Does the unit in question have a head? Try posting the snippet of mod code so we can look. |
Re: A little modding help please
Remember that you can refer to armor by name, but not by number. If it's not that, one thing that often causes mysterious bugs is capitalization. #armor "Crown" should work, while #Armor "Crown" will not.
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Re: A little modding help please
#newmonster 2770
#name "Adventurer King" #copyspr 46 #restrictedgod 79 #ap 25 #mapmove 3 #hp 11 #size 3 #str 10 #enc 5 #att 10 #def 10 #prot 0 #prec 10 #mr 10 #mor 11 #rcost 1 #gcost 60 #pathcost 50 #startdom 1 #descr "This adventurer rose to kingship having found magic arms of an earlier age, and has demanded that the priests of his land worship him as a god." #armor "Crown of Command" #armor "Leather Hauberk" #weapon "Golden Sword" #weapon "Hoof" #pathcost 50G #mounted #end |
Re: A little modding help please
There is no armor called "Crown of Command", the item just gives you the armor "Crown". If you want him to come equipped with that magical item, it unfortunately can't be done.
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Re: A little modding help please
What you can do is create an armor called "crown of command", and then bump up his leadership stats.
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Re: A little modding help please
Oh bummer.
The sword works fine, but the crown won't? I guess I'll have to fake it then. How is the equipment of Bogus and his buddies done? |
Re: A little modding help please
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In the case of the Crown of Command, you can easily add armor "Crown" and bump the leadership; the only thing that wouldn't do is give the Awe in combination with Scepter of Command/Axes of Rulership (pretty edge-case.) Bogus is a special case, hard coded into the game. The only other way to give actual magic items (vs. the weapons, armor, and effects that the magic items grant) is to use map commands. |
Re: A little modding help please
Right.
I have a few problems still. By my math #noitem 31750 should leave out the head (so he'll always have the crown), and give him three misc slots. It doesn't though, and I wonder if the #mounted is messing me up. What I get is just two misc slots. Also I need to find the correct "Hoof" for the mount's kick, as it is not working right yet. Oh, and I suppose I need to #resize 2 as it's mounted human instead of a siz 3 creature. Thanks for the help fellas :) |
Re: A little modding help please
#noitem is a special command that gives just 2 misc slots.
If you want standard slots less the head, you'd use the command #itemslots 31750 ...and: #itemslots 28672 ...provides 3 misc slots only (per the table in the manual.) Also - the #pathcost command in your posted code applies to pretenders (cost to add a new magic school at level 1) and does not have a "G" on the argument. For instance: #pathcost 50 Would mean that it costs 50 points to "buy" a new school of magic for your pretender. The weapon number for "Hoof" is 55. For a damage dealing "warhorse hoof", use 56. |
Re: A little modding help please
Thanks guys, it all works now. Well done spotting my typos too.
I'll post the mod when I have it good and polished. Possibly by this weeked. The Adventurer King pretender is fun. Do you want to see it already? I still need to tweak the graphics a bit. Too bad there is no way to pull the sprites directly from the game, is there? |
Re: A little modding help please
Ack! I've hit a few problems still.
I'm not managing to get the local defence right. What is the correct syntax? This is what I'm attempting. #defcom1 240 #defcom2 241 #defunit1 18 #defunit1b 33 #defunit2 39 #defunit2b 2771 #defmult1 20 /edit oh wait, I need to add #defmulti1b #defmulti2 #defmulti2b and so forth. Is the default also 20 of these. def1 = militia (shields) def1b = archers def2 = heavy infantry def2b = provincial cavalry <-- non standard unit, but very much indie grade /edit 2 I also have a custom magic site at the capital province. Is there a way for me to pick the image shown? |
Re: A little modding help please
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RE: custom site pictures, the pictures correspond to #path and #level values. Someone (Foodstamp?) posted an image with the mappings a while back... |
Re: A little modding help please
I found an awesome tutorial and sprite dumps on the forum. Lovely work :)
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Re: A little modding help please
Maybe one of you could save me time, guys, so I ask my question here :
I am trying to set a simple map for some tests. In province #50 I want to set a commander with some earth gems. Unfortunately, I'm unable to find the related command ^^. Can anyone point me to the clue ? |
Re: A little modding help please
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You could perhaps achieve the desired effect by granting the unit a bloodstone...but you wouldn't have any control over the # of gems, and of course they'd get a +1E bonus. |
Re: A little modding help please
OK, thanks for the tips !
BTW, the commander I want to set is one I will use for tests, it is not intended to be governed by IA. I worked around the problem by setting a magic site with a 5E gems income (the Forges of Ulm) in the province where my commander stands. But I may have missed something else because the spell he has to use (set with the #startspell command) fails to work : - on turn 1, the spell is is the list of available spells but the mage does not want to cast it although he has the path for it - on turn 2, the spell has disappeared form the list of available spells... My test is an Epic Fail :D |
Re: A little modding help please
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For that purpose (putting gems in your magic treasury), your gem producing site could be basically anywhere in your empire (as long as the site is a known site.) BTW, one other way you could get gems into your commander's inventory (but it would affect *all* units of that type, not just the one commander) would be to mod the unit using the #gemprod command. In that case, they'll generate a set amount per turn. |
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