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Old January 16th, 2008, 02:40 PM
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Endoperez Endoperez is offline
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Default Re: Need a national modding for idiots tutorial.

I don't think so. However, it basically goes like this:


1) Creating units
1A - you write down the stats in the format given in the mod pdf - #att, #def, #weapon "short bow" etc etc
1B - you create new sprites (base and attack) or choose which in-game unit your new creature looks like
1C - there's no difference between units and commanders at this point, you use the exact same mechanics to do both, just remember to make commanders more expensive

2) Creating starting sites
2A - much easier, you basically just choose path, name and type of income

3) Creating the nation
3A - you give it a name and description
3B - you use #addrecunit and #addreccom commands to add the units you created to the nation's recruitment list (you can also use existing units)
3C - you use #startsite to choose which sites the nation starts with
3D - you make and define what flag the nation uses
3E - you define heroes, if you made any, and national spells, if you made any, etc etc


In my opinion, the difficult things are:
* descriptions and theme - the existing nations are very well written
* creating the unit sprites/flag - if you can use this forum, you can use a text editor, but drawing is a different skill. This has been discussed previously, and there are tutorials. It's much easier now that every unit's both sprites have been extracted and you can base your units on them.
* balance. Basing your units/mages on existing commanders will probably work.
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