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Showing results 1 to 25 of 73
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Posts Made By:
sube
Forum:
Scenarios, Maps and Mods
February 17th, 2008, 11:03 AM
Replies:
6
Pointless unitfx?
Views:
1,450
Posted By
sube
Re: Pointless unitfx?
Thanks for spotting the 2266 unit Foodstamp (however this did not solve the crash).
Apparently the problem was caused by #newmonster 2999, changing it to #newmonster 2996 (or whatever lower...
Forum:
Scenarios, Maps and Mods
February 16th, 2008, 08:23 PM
Replies:
6
Pointless unitfx?
Views:
1,450
Posted By
sube
Re: Pointless unitfx?
Because i got a few beers too much - here it goes the code!
Forum:
Scenarios, Maps and Mods
February 16th, 2008, 07:11 PM
Replies:
6
Pointless unitfx?
Views:
1,450
Posted By
sube
Pointless unitfx?
Hi there,
a mod i made seems to be causing a nagot gick fel! with "pointless unitfx" as explanation. The log.txt file claims a "Pointless unitfx for monster 3004 ()", but i'm pretty sure there's...
Forum:
Scenarios, Maps and Mods
August 7th, 2007, 05:35 PM
Replies:
3
Problem with shapeshifting
Views:
1,232
Posted By
sube
Re: Problem with shapeshifting
Llama's right, #magicboost 53 -3 did the job (thanks!)
Forum:
Scenarios, Maps and Mods
August 7th, 2007, 08:57 AM
Replies:
3
Problem with shapeshifting
Views:
1,232
Posted By
sube
Problem with shapeshifting
OK my problem is the following: I modded a unit1 which can shapechange into unit2 via the #shapechange command. Unit1 has F2B3, and unit2 has no magic paths. The result is that unit2 also gets F2B3,...
Forum:
Scenarios, Maps and Mods
August 2nd, 2007, 05:22 AM
Replies:
21
Modding reanimating priests
Views:
2,951
Posted By
sube
Re: Modding reanimating priests
And also:
- #nodrain: this unit's research is not affected by drain scale (just like a Ulm smith)
- #patrolbonus is not yet implemented right?
- #seasonal <season>: unit gets extra hp during...
Forum:
Scenarios, Maps and Mods
August 1st, 2007, 06:02 PM
Replies:
21
Modding reanimating priests
Views:
2,951
Posted By
sube
Re: Modding reanimating priests
A few more:
Nation modding:
- Only 5 heroes are enabled now (#hero1 ... #hero5), can it be extended to 10 (or whatever)? Heroes can be fun
- A command to mod the gcost for a nation temple...
Forum:
Scenarios, Maps and Mods
August 1st, 2007, 06:12 AM
Replies:
21
Modding reanimating priests
Views:
2,951
Posted By
sube
Re: Modding reanimating priests
I agree on that, #copystats is needed and you just have to use it sometimes. I don't like it that much because it's an indirect way of modding, the code is much more clear and also more powerful when...
Forum:
Scenarios, Maps and Mods
July 31st, 2007, 09:37 AM
Replies:
21
Modding reanimating priests
Views:
2,951
Posted By
sube
Re: Modding reanimating priests
Yep thanks, that confirms what i was suspecting - that reanimating is a property of the nation, not of the individual units (apart from demons and undead units). For instance, if i play as Ashen...
Forum:
Scenarios, Maps and Mods
July 31st, 2007, 06:00 AM
Replies:
21
Modding reanimating priests
Views:
2,951
Posted By
sube
Modding reanimating priests
How can i mod reanimating priests? The only thing i found out is that a demon with holy powers can reanimate undead. But what about human priests?
Forum:
Scenarios, Maps and Mods
July 22nd, 2007, 11:26 AM
Replies:
21
Mod:
11nations mod
Views:
8,265
Posted By
sube
Re: 11nations mod
About dwarves: the name "bad dwarves" is not really serious actually, i was just being silly. "Dark dwarves" could be more more correct (i think i named the dm file darkdwarves.dm or ddwarves.dm)....
Forum:
Scenarios, Maps and Mods
July 18th, 2007, 04:46 AM
Replies:
21
Mod:
11nations mod
Views:
8,265
Posted By
sube
Re: 11nations mod
Ok, good point - i'll put it into my to do list. It's true that 2Hs don't show up too much in the comic, but they can still fit nicely into this dom3 adaptation
Forum:
Scenarios, Maps and Mods
July 16th, 2007, 08:59 AM
Replies:
21
Mod:
11nations mod
Views:
8,265
Posted By
sube
Re: 11nations mod
Btw the flashy graphics mostly comes from the fact that i tried to reproduce the art from the comic book, hence the flat whites, blues, reds etc. The non-BM nations are maybe a little less flat
Forum:
Scenarios, Maps and Mods
July 16th, 2007, 08:41 AM
Replies:
21
Mod:
11nations mod
Views:
8,265
Posted By
sube
Re: 11nations mod
Thanks for all the comments! I am really glad for any criticism i receive, no way i find this unpleasant. Having spent a lot of time on these mods, i am now too much into it and i may often fail to...
Forum:
Scenarios, Maps and Mods
July 15th, 2007, 06:24 PM
Replies:
21
Mod:
11nations mod
Views:
8,265
Posted By
sube
11nations mod
Hi there,
i've been developing quite a lot of mods since dom3 came out (actually, i spend much much much more time modding than playing), and since it does not cost anything to make them public,...
Forum:
Scenarios, Maps and Mods
July 11th, 2007, 10:26 AM
Replies:
3
Modding life drain
Views:
1,555
Posted By
sube
Re: Modding life drain
Oh i see, so the weapon id for life drain used as a weapon (like a vampire or a horror has) is the same as the id number for life drain used as a secondaryeffect? I'll give a try later on, thanks for...
Forum:
Scenarios, Maps and Mods
July 11th, 2007, 08:29 AM
Replies:
3
Modding life drain
Views:
1,555
Posted By
sube
Modding life drain
Anyone knows how to mod a life drain effect on a weapon? (like a wraithblade)
Haven't seen it listed in the secondaryeffect table on the modding manual, and my attempts at guessing the id number for...
Forum:
Scenarios, Maps and Mods
July 6th, 2007, 05:55 AM
Replies:
6
reinvigoration and leadership
Views:
1,819
Posted By
sube
Re: reinvigoration and leadership
Reinvig wasn't working for me either
Forum:
Scenarios, Maps and Mods
May 15th, 2007, 06:59 AM
Replies:
73
Mod:
Rohan! version 1.02 (New Content, few bug fixes)
Views:
18,815
Posted By
sube
Re: Rohan! version 1.01 (Hot Fix, balance changes)
A quick comment on res cost of mounted units: check the #ressize command in the mod manual, the way i understand it (also from some old threads) is that if you have a mounted unit you have to 1) use...
Forum:
Scenarios, Maps and Mods
April 14th, 2007, 06:19 PM
Replies:
10
Couple questions
Views:
1,975
Posted By
sube
Re: Couple questions
Yep i did, and shows no reinvigoration for the units i modded with #reinvigoration 2 (or 20, or 30 or everything i tried)
Forum:
Scenarios, Maps and Mods
April 13th, 2007, 07:50 PM
Replies:
10
Couple questions
Views:
1,975
Posted By
sube
Re: Couple questions
I tried #reinvigoration 30, but still the modded units (wearing a standard full plate) were getting quite tired
Forum:
Scenarios, Maps and Mods
April 13th, 2007, 01:51 PM
Replies:
10
Couple questions
Views:
1,975
Posted By
sube
Re: Couple questions
Tried some tests, doenst really look like it's working... At least, i modded a huge reinvigoration, and yet the modded units were getting tired just as quickly as they would normally do
Forum:
Scenarios, Maps and Mods
April 13th, 2007, 08:12 AM
Replies:
10
Couple questions
Views:
1,975
Posted By
sube
Re: Couple questions
k guys thx for the feedback! I'll check this #reinvigoration a bit better, and true - #aoe and #secondaryeffectalways kind of don't work in many cases
Forum:
Scenarios, Maps and Mods
April 13th, 2007, 05:24 AM
Replies:
10
Couple questions
Views:
1,975
Posted By
sube
Couple questions
I have 2 questions on, well, modding:
1) is #reinvigoration broken? Searched the forums for it but havent found any mentions, so either nobody tried it out, or those who did got it working. I am...
Forum:
Dominions 3: The Awakening
March 25th, 2007, 02:36 PM
Replies:
289
Kristoffer's encouragement thread
Views:
27,507
Posted By
sube
Re: Kristoffer\'s encouragement thread
This has already been pointed out somewhere else by several people, but just as a reminder... There's currently a limit cap of ~110 new sprites for mods, game crashes if there are more than 110. Can...
Showing results 1 to 25 of 73
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