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Old March 14th, 2009, 09:58 AM
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Psientist Psientist is offline
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Default Re: Modding tips and tricks

Sombre -
Quote:
Re: Modding tips and tricks
Might be interesting for Skaven to have a cloud that spawned vermin every turn as a onebattlespell of a hero or something.
AFAIK you can't #onebattlespell a custom spell, it has to already be in the game. Maybe you can #selectspell mod an existing one to assign to a commander unit in-combat.

Burn - thanks for the notes. I had discovered most of those, and I think most are scattered in pieces throughout the forums... but I learned a couple and it's nice to have them in one place.

Here's a couple tips I've found...

1. I have confirmed that my little trick of assigning boots of the planes to an Indy commander CAN work, and have that commander show up in a random other Indy province during game play.

2. If you create a unit with NO magic paths, and give it a magic leadership, it will still not be able to lead magic units. However, if you give it a #magicpath X 0 (a level of zero in that path), it will then be available for leading magic units in the Army Setup menu.

3. You can assign a #watershape (and probably a #forestshape, etc) to a unit in addition to a #secondshape... but the #secondshape must be the last item listed in the series inside the mode file, and the #watershape only is activated when the unit changes provinces.

I have several other observations in an "item modding" thread somewhere regarding some of the things you can, and can't seem to get away with for crafting custom items.
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