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-   -   About pretenders ... (http://forum.shrapnelgames.com/showthread.php?t=17361)

Heinrich January 18th, 2004 01:45 AM

About pretenders ...
 
How can i modify the list of pretenders gods for a specific nation ?

PvK January 18th, 2004 04:57 AM

Re: About pretenders ...
 
At present, it appears that you can only change the properties of the pretenders they already have. I have such a mod in the works right now. The current Version of the #clear command doesn't work, and not all abilities can be specified or removed, so you need to choose the pretender that most closely resembles the one you want in the unmoddable areas (path cost, slots, special abilities and characteristics, leadership).

You can currently change the name, appearance, equipment, most of the numbered attributes and starting magic paths, number of eyes, mounted status (nearly everything else in the mod doc seems to work).

To find the number, start to create a new pretender, bring up his info sheet, and press shift+I to see his unit number. Then just edit that unit. However, it gets slightly tricky in that some nations can pick the same pretenders, so until we get some more mod commands, there are some limits on what can be done.

PvK

Gandalf Parker January 18th, 2004 03:05 PM

Re: About pretenders ...
 
Isnt it possible to replace one of the pretenders by their number with a new unit?

Heinrich January 18th, 2004 03:29 PM

Re: About pretenders ...
 
Thanks ...

I was stuck at that point too http://forum.shrapnelgames.com/images/icons/icon12.gif

So ... wait and see

Vger January 19th, 2004 05:21 AM

Re: About pretenders ...
 
Hi,

I've been most eager to mod pretenders as well and one of the things I've wanted to mod is their pics. Where the heck are their .tga files? I'd really like to change some of them.

PvK,

Since you told us about the Shift-I, I can use the Heal mod to piggy back some of my changes onto. Thinking of that, another question occurs: What if I want to change the values for pretender abilities? For example, make one stronger. If I put the #str 20, where it was 12 before, does that replace the earlier value?

What if I want to remove an ability? How would I do that?


Ciao,
V'ger gone

[ January 19, 2004, 03:31: Message edited by: Vger ]

PvK January 19th, 2004 07:13 AM

Re: About pretenders ...
 
Quote:

Originally posted by Vger:
...
What if I want to change the values for pretender abilities? For example, make one stronger. If I put the #str 20, where it was 12 before, does that replace the earlier value?

<font size="2" face="sans-serif, arial, verdana">Yes, that works fine, as do all the other mod commands in the doc (that I've tried) that add or change abilities.

Quote:

What if I want to remove an ability? How would I do that?
<font size="2" face="sans-serif, arial, verdana">You would use the #clear and #clearmagic mod commands, before adding things. Due to bug however, #clear doesn't do anything in the current patch, so you are stuck with whatever abilities are on the pretender you are trying to modify. At least #clearmagic works to clear the starting paths. So, you can start with a pretender who has no abilities you don't want, although that further limits your choices. As I said before, since you want to consider other currently-unmoddable factors like new path cost, leadership, and which other nations can get the pretender, the choices often become quite limited.

You can create a new unit from scratch, but there's no way to let him be a pretender, yet.

PvK

[ January 19, 2004, 05:14: Message edited by: PvK ]

PvK January 19th, 2004 07:17 AM

Re: About pretenders ...
 
Quote:

Originally posted by Vger:
...
I've been most eager to mod pretenders as well and one of the things I've wanted to mod is their pics. Where the heck are their .tga files? I'd really like to change some of them.
...

<font size="2" face="sans-serif, arial, verdana">The tga files are stuck somewhere inconvenient. So, one needs to draw/scan/obtain one's own, and/or take screenshots and work from those - Cherry gave some tips for doing that on another thread.

PvK

PvK January 19th, 2004 07:20 AM

Re: About pretenders ...
 
Quote:

Originally posted by Gandalf Parker:
Isnt it possible to replace one of the pretenders by their number with a new unit?
<font size="2" face="sans-serif, arial, verdana">You can edit the existing one, except for the #clear command not getting rid of their various unmoddable abilities.

I didn't try using the #newmonster command to stomp on top of an existing pretender number - the doc says not to do that, and it didn't occur to me until now. Worth a try, I suppose...

PvK

Kristoffer O January 19th, 2004 11:48 AM

Re: About pretenders ...
 
There are no tgas in the game. Only in mods and maps to enable you to add to the game. All sprites are made in a splendid little program made by JK solely for the purpose of making dominions sprites. Sprites can be exported as tga, but it is a bit of a hassle.

* Edit: It might surprise you, but it is not very userfriendly http://forum.shrapnelgames.com/images/icons/icon7.gif *

[ January 19, 2004, 09:50: Message edited by: Kristoffer O ]

Vger January 20th, 2004 12:50 AM

Re: About pretenders ...
 
Hi,

Thanks for all the imput, y'all. I've done some modding to some pretenders and even managed to mod alternate forms.

I would sure like to be able to change which pretenders can be chosen, as well as add some. I really want to give R'lyeh the big C, for one. And I'd like to give Ermor some of the undead pretenders it can't choose right now, such as the Dracolich.

So, we're moving forward. Just have to be patient.


Vaya con Hastur,
V'ger gone


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