
April 12th, 2004, 07:26 PM
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Second Lieutenant
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Join Date: Mar 2004
Location: Atlanta, GA
Posts: 488
Thanks: 0
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Re: Theme-specific nation mod questions
Quote:
Originally posted by PDF:
Q1 : the problem you'll face is that the game does NOT permit theme modding for the time being.
So if you want to mod a theme you'll have to keep its name and effects... But you can change the special theme units (I think) by selecting the monsters and giving them new stats. No new monster can be made usable however. Overall using a theme as a basis for a mod is asking for trouble I suppose ...
Q2 : yes. What happens is that site X is hardcoded to allow recruiting of unit Y - whatever Y is... In my Arco Mod I used the Horse Vale site (normally allowing recruitment of Horse Brothers) to make the sacred Agema Cavalry capitol-only. I just used the HB slots and override them with my cav's stats and graphics.
BTW I'd be gald to help your mod project but have no clue about the background (I mean I've read your Posts but didn't read any of the fiction you're referring to). So I suppose I can only join as a (junior) mod consultant or tester !
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Perfect. I pretty much figured that Q1 would turn out as you noted -- I am planning on changing the tomb summons for C'tis to something a little more insidious. Overall, the requirements for DT fit just fine, as do the national spells. I've posted a little bit of an update on what I'm doing there on the Kolum thread.
On Q2, that's also great. I'll have to check out your Arco mod, but it sounds like you've made it do just what I wanted.
As for the help, that'd be much appreciated. Like I said in my thread, discussion of play balance, testing, and even suggestions on how to more efficiently put together the mod files would be awesome. I'd also kill for people to handle parts of the sprite modelling, from character design to just pallette-swapping some of IW's units to give them a little more of a Kolum flavor.
Thanks for the tip and the offer!
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