
January 19th, 2004, 07:13 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: About pretenders ...
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Originally posted by Vger:
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What if I want to change the values for pretender abilities? For example, make one stronger. If I put the #str 20, where it was 12 before, does that replace the earlier value?
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Yes, that works fine, as do all the other mod commands in the doc (that I've tried) that add or change abilities.
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What if I want to remove an ability? How would I do that?
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You would use the #clear and #clearmagic mod commands, before adding things. Due to bug however, #clear doesn't do anything in the current patch, so you are stuck with whatever abilities are on the pretender you are trying to modify. At least #clearmagic works to clear the starting paths. So, you can start with a pretender who has no abilities you don't want, although that further limits your choices. As I said before, since you want to consider other currently-unmoddable factors like new path cost, leadership, and which other nations can get the pretender, the choices often become quite limited.
You can create a new unit from scratch, but there's no way to let him be a pretender, yet.
PvK
[ January 19, 2004, 05:14: Message edited by: PvK ]
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