Thread: Modder's Guide
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Old January 30th, 2007, 02:58 PM
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Default Re: Modder\'s Guide

With the time this project is going to take, I'm going to have to start releasing stuff piecemeal to allow people to get on with their mod projects.

I switched from doing units to modding weapons and getting them done first. The weapon stats WILL be incomplete, because there is simply no way to know all of the attributes just by looking at the description, but they will be as complete as I can make them. I found a way to test for the bonus status of a weapon and how many hands it requires, so those will be there.

The weapon DB will be ready by early next week at the latest, at which point I'll be going back to units.

The armor list is one goddamn pain in the arse since assigning creatures armor by armor number is STILL NOT enabled. That means I can get the stats for the armors down but not the names until I find what matches what.

There's a special icon made for that one:

Another thing that has been confirmed: Changing a mod on the fly WILL retroactively change any games started with that mod enabled, so even in MP games it is possible to retroactively correct mod mistakes by just editing them out and ensuring that everyone has the corrected version when the next turn hosts. Recruitment lists, weapon and armor assignments, everything gets retroactively pasted even on top of already recruited units.

Edi
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