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Old January 3rd, 2007, 08:34 AM

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Default Re: #newspell \"woe is me\"

Quote:
Uh-Nu-Buh said:
Ok, for anyone out there experimenting with spells--some tips:

1. Create your nation first, then any spells that are nation restricted to the new nation.
2. Divine magic should be #school 7. -2 (for nation restriction) -1 (for un-researchable) etc. do not apply.
3. Any changes you make to spells apparently do not take effect to current saved games. You must start a new game in order to test/enact the changes. This is in stark contrast to unit changes (e.g. changing your new light infantry's strength from 11 to 10 will take effect immediately as soon as you save the mod and restart dom III.)

That should do it.
For 1/, I find this understandable, there is no way to define in what order mods would be read by the game engine, so any specifics to new nations should be in the same mod that defines the nation.
About 3/ I think it hasn't to do with saved games but rather that mods are read/loaded only when you boot up the game, so you have to quit/restart to have any change enforced. Maybe there's something more with spells, have to test..
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