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Broken commands?
Looks like #maxage and #siegebonus do not work for me, anyone has any experience with these?
If you managed to have them working, can you please post a piece of code that includes them, as an example? Thanks! |
Re: Broken commands?
They are broken. #older , #startage and #castledef as well.
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Re: Broken commands?
#nratt
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Re: Broken commands?
I am not 100% sure on this one yet, some more testing needs to be done...
It seems like #custommagic doesn't work properly. Assigning a 10% chance for a magic path did not seem to work over dozens of tries. Could have been badluck, so I was wondering if anyone else noticed or could verify this. If it is bugged, I am thinking it only works when someone assigns 100% chance to gain a random path. |
Re: Broken commands?
Im still testing but I really cannot get
--mapbcol --mapsbcol to work the way I think they should. |
Re: Broken commands?
#secondaryeffect for custom weapons doesn't work. #aoe for custom weapons doesn't work. #fire,cold,shock for custom weapons doesn't work. #dt_demon doesn't work. #awe is -1 of what you assign. #prot on head armor is /2 of what you assign.
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Re: Broken commands?
Does anyone have a workaround for the complete fubar that is the maxage and startage commands?
As soon as you monkey with the magic on a unit it insists upon recalculating the unit's age and the ages it spits out are crazy (48 out of 48 for a character with no higher than a 1 in a magic path), and when you bust out any of the age modifying commands it gets really crazy (13 out of zero for example). Argh. -Frank |
Re: Broken commands?
Add #heal and/or a couple of nature magic to get higher max age.
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Re: Broken commands?
Plenty of mod commands are fixed in the patch now.
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