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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.) |
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). |
Re: Updated Modding and Mapedit Manual
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Perhaps the developers have existing spreadsheets with this information? |
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). |
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?
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Re: Updated Modding and Mapedit Manual
It adds 1 to any mapmove.
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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.
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Re: Updated Modding and Mapedit Manual
#aoe on custom weapons doesnt work either
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Re: Updated Modding and Mapedit Manual
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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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