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MAP: using specstart and #land
I used the #specstart command for a nation in my .map file, then later used the #land command to adjust the sites in the province and give it some commanders/troops.
Apparently, using the #land command kills off the Pretender. Is there a way to edit a province without killing the Pretender, or to assign the Pretender to that province in after the #land command? I am editing the starting province of every nation, so they all start off without their pretenders. I'd really like to be able to fix this, is it possible? gs |
Re: MAP: using specstart and #land
Well, use the #land command BEFORE the pretender lines..
As for an example, try either the Arcoeye.map from the vanilla game or my http://forum.shrapnelgames.com/image...s/rolleyes.gif Undead Total War scenario. I've done something resembling what you need : edit startspec for all nations + define a preset pretender for one nation. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: MAP: using specstart and #land
Quote:
An example of correct use (here used on Abysia in Orania Wars - Nasty Edition) </font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">#specstart 0 208 #victorypoints 208 1 #setland 208 #knownfeature "The Steel Ovens" #knownfeature "Orichalum Mine"</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"> |
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