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-   -   Updated Modding and Mapedit Manual (http://forum.shrapnelgames.com/showthread.php?t=32062)

NTJedi November 29th, 2006 07:18 PM

Updated Modding and Mapedit Manual
 
Any chance someone will provide an updated modding manual, which basically lists what's broken, what's not working, modding commands missing that work and more details/options from the tables?

An updated mapedit manual would be great also since several mapedit commands don't exactly work as expected.(yes bugged)

It would certainly be helpful knowing all the types of weapons/armor which currently exist and the details of what their effects without having to scroll thru the 1700+ units and their equipped items.
(I'm not talking about forged items.)

Endoperez November 29th, 2006 07:51 PM

Re: Updated Modding and Mapedit Manual
 
Has anyone even listed what's broken, not working, or working but not documented? The modders' wishlist thread only mentioned #specialeffectalways.

Weapons/armors list wouldn't probably work in a pdf. There are hundreds of weapons them, and the list should be divided into at least two (actual weapons and special effects), and would probably have to list all possible details due to e.g. the different Hoof weapons (horses (nostr) and centaurs (dam0+str) at least).

NTJedi November 29th, 2006 08:03 PM

Re: Updated Modding and Mapedit Manual
 
Quote:

Endoperez said:
Has anyone even listed what's broken, not working, or working but not documented? The modders' wishlist thread only mentioned #specialeffectalways.


I'm sure a handful of the frequent modders have started making their own list. I've found a few mapedit commands which have some pretty bad bugs. Perhaps this topic could be used where everyone pools their knowledge about bugged commands. I would hate to spend 45mins or more trying to get something to work only to find it bugged... which I experienced with some mapedit commands.

Quote:

Endoperez said:
Weapons/armors list wouldn't probably work in a pdf. There are hundreds of weapons them, and the list should be divided into at least two (actual weapons and special effects), and would probably have to list all possible details due to e.g. the different Hoof weapons (horses (nostr) and centaurs (dam0+str) at least).

Yes, something like an excel spreadsheet would be best for these tables of information.
Perhaps the developers have existing spreadsheets with this information?

Amos November 29th, 2006 09:01 PM

Re: Updated Modding and Mapedit Manual
 
There are some minor bugs:
-Awe is -1
-Helm protection /2
-Flight gives +1 to mapmove
-Siegebonus doesnt work at all (not to confuse with castle defense)
-Castle Defence should be Castle Defense
-#okleader doesnt work when combined with #copystats
-dt_demon weapons dont show the damage type, so I presume they dont work at all

I'm sure I'm forgetting something (#healer now works).

zepath November 30th, 2006 07:11 PM

Re: Updated Modding and Mapedit Manual
 
I thought flight was intended to increase map movement to 3 anyway... or was it giving creatures already with map move 3 the ability to move 4 provinces?

Amos November 30th, 2006 09:37 PM

Re: Updated Modding and Mapedit Manual
 
It adds 1 to any mapmove.

HoneyBadger December 2nd, 2006 12:37 AM

Re: Updated Modding and Mapedit Manual
 
It technically shouldn't, because eagle warriors (or whatever they're called) in Mictlan can fly, but not enough to add significantly to their mapmove ability, if I'm reading it right. Basically, they can hop or glide. I guess that would help cross terrain faster, but how much faster is debatable. Anyway, the description seems to be saying that flying can be separate from map-move.

sube December 2nd, 2006 06:38 AM

Re: Updated Modding and Mapedit Manual
 
#aoe on custom weapons doesnt work either

Endoperez December 2nd, 2006 07:49 AM

Re: Updated Modding and Mapedit Manual
 
Quote:

HoneyBadger said:
It technically shouldn't, because eagle warriors (or whatever they're called) in Mictlan can fly, but not enough to add significantly to their mapmove ability, if I'm reading it right. Basically, they can hop or glide. I guess that would help cross terrain faster, but how much faster is debatable. Anyway, the description seems to be saying that flying can be separate from map-move.

They can only fly when blessed in battle. The blessing doesn't last long enough to allow them to fly in strategic map, but is good enough for battles. They are an exception.

There ARE flying units with mapmove 2 - the heavily armed Caelians. Heavy infantry usually has mapmove 1, they have 2. LI usually has mapmove 2, light fliers have 3. I think that is enough proof of flying giving +1 mapmove instead of mapmove 3 (with exceptions to the rule, of course).


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