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Showing results 26 to 50 of 73
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Posts Made By:
sube
Forum:
Scenarios, Maps and Mods
December 2nd, 2006, 06:38 AM
Replies:
8
Updated Modding and Mapedit Manual
Views:
2,679
Posted By
sube
Re: Updated Modding and Mapedit Manual
#aoe on custom weapons doesnt work either
Forum:
Scenarios, Maps and Mods
November 20th, 2006, 01:08 PM
Replies:
3
Res cost for mounted units
Views:
1,402
Posted By
sube
Re: Res cost for mounted units
OK got it, thx Amos for the link
Forum:
Scenarios, Maps and Mods
November 20th, 2006, 09:20 AM
Replies:
3
Res cost for mounted units
Views:
1,402
Posted By
sube
Res cost for mounted units
The last modding manual suggests the use of #ressize for mounted units like knights, so that the resource cost is calculated correctly. However, in my mod, with this command I get for a mountd knight...
Forum:
Scenarios, Maps and Mods
November 13th, 2006, 06:59 AM
Replies:
0
Mods webpage
Views:
1,624
Posted By
sube
Mods webpage
(thats mostly for the moderators - webmasters)
For Dom2, we used to have a webpage where all the mods were gathered, with a brief description and a download link. I remember I was emailing my mods...
Forum:
Dominions 3: The Awakening
November 9th, 2006, 12:59 PM
Replies:
47
Best - worse magic paths
Views:
8,518
Posted By
sube
Best - worse magic paths
This is a topic that came up already several times on these forums, during Dom2, and very probably in Dom3 too but I might have missed it. But here i go again...
Just curious to know which magic...
Forum:
Scenarios, Maps and Mods
November 7th, 2006, 12:19 PM
Replies:
90
Mod:
Blood Elves
Views:
21,449
Posted By
sube
Re: New Mod: Blood Elves
OK i see the fix. But precision = 20 is intented? It means that the archer is shooting with like precision 32 (just asking, might well be intentional)
And btw I checked head armour in this mod, it...
Forum:
Scenarios, Maps and Mods
November 6th, 2006, 03:27 PM
Replies:
90
Mod:
Blood Elves
Views:
21,449
Posted By
sube
Re: New Mod: Blood Elves
Hey Amos,
looks like the Alfar Bow has precision 20 and no rcost, is that on purpose?
Forum:
Scenarios, Maps and Mods
November 6th, 2006, 03:11 PM
Replies:
3
Units appearing twice
Views:
1,816
Posted By
sube
Re: Units appearing twice
Good spot Amos, I know it was in front of my eyes...
Thx
Forum:
Scenarios, Maps and Mods
November 6th, 2006, 12:58 PM
Replies:
3
Units appearing twice
Views:
1,816
Posted By
sube
Units appearing twice
In a couple of mods i'm working on, the last 2 units in the recruit screen are repeated. So e.g. instead of the 10 units I want, I see 12, with units 11 and 12 being the same as 9 and 10.
Has...
Forum:
Scenarios, Maps and Mods
November 4th, 2006, 03:53 AM
Replies:
6
Naming heroes?
Views:
2,062
Posted By
sube
Naming heroes?
How do i name a hero, so that his name is pre-defined and not randomized?
#name <name> doesnt seem to be working
Forum:
Scenarios, Maps and Mods
November 3rd, 2006, 11:57 PM
Replies:
50
Mod:
Angelic Crusade
Views:
15,180
Posted By
sube
Re: New Mod: Angelic Crusade
Uhm be careful here, because i think Late Age R'lyeh has nation number 67. The modding manual states that 67 is free, but it also states that is taken by LA R'lyeh in another table. And actually when...
Forum:
Scenarios, Maps and Mods
November 3rd, 2006, 07:11 PM
Replies:
9
Bugs in the new patch
Views:
2,444
Posted By
sube
Re: Bugs in the new patch
Thats actually working fine for me. An example:
#newarmor 271
#name "Runic Helm"
#type 6
#prot 21
#def -1
#enc 0
#rcost 6
#end
Forum:
Scenarios, Maps and Mods
October 30th, 2006, 04:23 PM
Replies:
7
#custommagic
Views:
3,253
Posted By
sube
Re: #custommagic
#magicskill 51 2
This will give exactly what you are looking for. However, it is limited because you cant customize the pool of magic paths in this case, the 2 lvls are chosen either from the 4...
Forum:
Scenarios, Maps and Mods
October 21st, 2006, 11:14 PM
Replies:
8
Broken commands?
Views:
2,391
Posted By
sube
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...
Forum:
Dominions 3: The Awakening
October 20th, 2006, 10:53 AM
Replies:
56
"Old Age" system in Dom3 - need some info
Views:
15,530
Posted By
sube
Re: \"Old Age\" system in Dom3 - need some info
(can't check right now because comp at home is momentarily down)
What happens to the Atlantis guys? Fluff-wise, they're supposed to have no max age, and to grow larger and stronger with old age.
...
Forum:
Scenarios, Maps and Mods
October 20th, 2006, 08:43 AM
Replies:
5
Dom 2 mods to Dom 3, how hard?
Views:
2,904
Posted By
sube
Re: Dom 2 mods to Dom 3, how hard?
Yep same sprites seem to be working just fine.
As for the dm file, it depends on what you modded, a few fixes are needed (e.g resource costs), but you also have to implement a few new sections...
Forum:
Scenarios, Maps and Mods
October 17th, 2006, 06:14 AM
Replies:
193
Wishlist:
The Modder's Wishlist
Views:
28,941
Posted By
sube
Re: The Modder\'s Wishlist
A few requests:
1) Suppose I want to mod a race that does not become weaker with old age, but stronger. With a switch like
#oldageeffect <parameter>
With this parameter (1 and...
Forum:
Scenarios, Maps & Mods
January 17th, 2005, 02:36 PM
Replies:
26
Black Moon Armies
Views:
7,877
Posted By
sube
Re: Black Moon Armies
Thanks Tricon!
A map is also in the plans, but that's going to take a while
Forum:
Scenarios, Maps & Mods
January 12th, 2005, 02:30 PM
Replies:
26
Black Moon Armies
Views:
7,877
Posted By
sube
Re: Black Moon Armies
>The Knights of the Light are quite weaker than the other three nations. I would rank them as balanced with the standard Dominion II nations, even slightly on the weak side.
That's quite ok then...
Forum:
Scenarios, Maps & Mods
January 11th, 2005, 01:21 PM
Replies:
26
Black Moon Armies
Views:
7,877
Posted By
sube
Re: Black Moon Armies
Thank everybody for the comments - and sorry if I'm not too present on this board...
Tuidjy/Unknown_Enemy: in which aspect you see the Black Moon as particularly powerful? Blood magic maybe? (and...
Forum:
Scenarios, Maps & Mods
December 23rd, 2004, 10:50 AM
Replies:
26
Black Moon Armies
Views:
7,877
Posted By
sube
Re: Black Moon Armies
Thanks guys - I'm glad you're interested in this mod!
I'm planning to add new races, but it takes time, mostly for the graphics
Forum:
Scenarios, Maps & Mods
December 21st, 2004, 12:43 PM
Replies:
26
Black Moon Armies
Views:
7,877
Posted By
sube
Re: Black Moon Armies
That could be done, of course. But I do not remember ethereal troops in the books... mmmhhh maybe I should read them again, it has been a while since Last time I checked. By the way, can you make a...
Forum:
Scenarios, Maps & Mods
December 21st, 2004, 11:04 AM
Replies:
26
Black Moon Armies
Views:
7,877
Posted By
sube
Re: Black Moon Armies
Thanks Kristoffer - now it looks fine (maybe I just had a problem with my browser)
bye!
Forum:
Scenarios, Maps & Mods
December 21st, 2004, 08:13 AM
Replies:
26
Black Moon Armies
Views:
7,877
Posted By
sube
Re: Black Moon Armies
Hi!
(thanks Kristoffer for uploading the mod)
I just tried downloading it, it works fine for me - at least, the black moon seems to be in the zip file.
Just a small thing: I had prepared a...
Forum:
Dominions 2: The Ascension Wars
August 19th, 2004, 10:54 AM
Replies:
1
Map modding question
Views:
1,208
Posted By
sube
Map modding question
Hi,
I want to change a map file so that a certain nation (e.g., Ermor) is forced to play its default theme. Is the following command correct?
#compspecdom 8 "Standard"
(or #specdom 8...
Showing results 26 to 50 of 73
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