Re: Yet More Mod Questions
Yikes! Scary! Well ok hat's off to you!
Thanks for the reply.
May I make a tiny suggestion, if you have the time: Could you change the Modding document around section 9, specifically section 9.4 -- a number from 0 to 9 under research level is somewhat misleading if we are to put the nation number in some circumstances?
This is probably not the place for it, but I thought I would mention it here: Perhaps for dom3, SiegeBonus and FortDefBonus would be best uncoupled from "unit bonus", but rather coupled to strength; otherwise, it may be impossible to make *poor* defenders. (A unit with good fort defense counts as 1 extra ... what? 1 extra unit with strength of 10? 1 extra of itself? In any case, a unit with strength of 10 and a fort defense of -1 would net 0, a bit too little, and -.5 would probably screw things up. But a unit with strength of 4 for defense purposes, or 25, would be perfect.)
I hope I can continue to ask my stupid mod questions here? Well here are some more:
I really wanted to take Pan as a nation, since this would allow not only a thematic closeness (stealth, tree-hugging), but also allow me to utilize their cheap temple build, which is perfect for my nation. Additionally, the God choices are perfect.
However: ALthough I like the Oglala's national troops, they are not particularly multifaceted (almost exclusively light cav), and I wanted to make the base of their elite troops both sacred, fairly powerful, and not entirely easy to get. It made no sense to me to have a nomadic tribe with tons of "capital only" troops, although I will be having some (1 unit, 1 commander, or maybe 2 commanders). Therefore, I figured it would make sense to have them be summonable, since the nation will be mage-priest-heavy anyhow. And so this, too, fit in with Pan, since CW has national summons (I didnt want to mod a summons spell from someone else or from the global pool and hence screw up the game for others).
But it turns out that the Pan's CWs national summons are commanders. So:
Is there a way to mod a unit so that it be a unit? (As if it were a pre-GoR mind-enslaved?)
If not, I am afraid I will have to continue to take Tien Chi (as I am currently doing), as silly as that will end up being for all intents listed above....
Any tips?
One last question: I wanted to mod armor, Enchanted Warpaint, is ok, but I wanted it to give basically no protection except for 1 or 2 points of Magic Resistance. I dont see a way to do this. Am I missing something or is that impossible?
Thanks so much
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