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-   -   Grr... Mod question (http://forum.shrapnelgames.com/showthread.php?t=21751)

Duncanish November 20th, 2004 07:25 PM

Grr... Mod question
 
Modding a new R'lyeh weapon, but having problems. Basically it's an AoE Mind BLast. I know the basics, but I can't find how to add in the Paralyze effect. Any way to do so? Or is it possible to just "clone" the Mind BLast as a new weapon and add in the AoE?

Also, what exactly does that Last line in the Mind BLast description mean? Something like, "additional damage (1 an+mr)" or something.

DeathDaemon November 20th, 2004 07:34 PM

Re: Grr... Mod question
 
I believe its 1 armor negating dmg if the unit fails a magic resistance roll

Edi November 21st, 2004 05:57 AM

Re: Grr... Mod question
 
Currently it is impossible to add secondary effects to weapons via modding. That option may or may not become available in later patches. Hence, you cannot add paralyzation or other effects. What you can do is take either Mind BLast (86, 12 and dmg) or Mind BLast (311, 10 an), use the #selectweapon command and assign aoe 1. If you do this, you should mod those R'lyeh units that use the now modified mind bLast to use the other one, and use the modified one for the new units you have in mind.

Edi

Agrajag November 21st, 2004 12:12 PM

Re: Grr... Mod question
 
We could only hope Dom3 will include improved modding abilities which will allow such things... *cough* *cough*

Duncanish November 21st, 2004 06:06 PM

Re: Grr... Mod question
 
Cutting off one head only causes two to grow. -_- Thanks for the advice. I fixed the Mind BLast problem, I think. 311 was edited and the 3 R'lyeh troops who used it now use the other. I don't think there are any other units that use weapon #311, but I may be wrong.

The unit being worked on is a Pretender. I am now having problems with the description showing up. I used #desc "Text description here." but no matter what I substitute in, it still says "no description available" ingame. Also, the unit image. I thought black was used as transparent, but the unit is encased in a big black rectangle now. ^^;

Edit: Never mind about the description. I used #desc instead of #descr, the actual command. My mistake.

Endoperez November 21st, 2004 06:42 PM

Re: Grr... Mod question
 
Looking like black isn't enough... it should be as black as possbile! I don't remember which end it was (0,0,0) or (255,255,255), but other is white and other black. You should use *that* black.

Duncanish November 22nd, 2004 12:09 AM

Re: Grr... Mod question
 
Black is 0 each of RGB. That's the colour I'm using. ^^; Believe me, that was the first thing I checked.

Kristoffer O November 22nd, 2004 03:53 AM

Re: Grr... Mod question
 
Try to flatten the image or check if there is an alpha channel or something. Otherwise (0,0,0) should do it.

Agrajag November 22nd, 2004 04:22 AM

Re: Grr... Mod question
 
While we're on it, what can cause a mod to crash the game with a "bad armor for new monster" error?

Edi November 22nd, 2004 04:53 AM

Re: Grr... Mod question
 
If you mistyped the armor name when modding it, I would presume. Some of the armors don't have capitalization of every word (mostly some of the rusty armors, Rusty Ring mail Hauberk, Rusty Scale mail Hauberk and Rusty Chain mail Hauberk). They should have the word "mail" capitalized, but don't, so if you're using one of them, it's probably the problem.

I'm actually going to have to fix that for my W&A database, because I apparently have made an error here, typing everything capitalized.

I'm also not sure if you need to add _ in place of spaces, but I do not expect that to be the case.

Edi


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