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Old April 10th, 2004, 09:42 PM
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Default Theme-specific nation mod questions

Here's a question that's arisen as I'm developing my Kolum mod. I've decided that in creating the nation belonging to my Matriarch, I'd like to work off the C'tis Desert Tombs theme as it's very much in keeping with what I want. I wonder, however, whether developing such a mod will work.

Question 1: I'm looking at simply rewriting all units pertinent to C'tis Desert Tombs, so the theme in theory would work just fine. It's important to me to give the nation its theme-specific summons which I'm revamping considerably. I'm just wondering if there are any difficulties (aside from having to tell players through the design notes/nation descrips that they HAVE to choose the Desert Tombs theme in order for the army to be properly balanced) that come with developing a nation mod with the use of a specific theme in mind, particularly since I plan on using it for my Ermor (Ashen Empire) and Pangaea (Carrion Woods) themes as well.

(And yes, a game involving those three armies in my world WOULD lead to a great deal of bLasted territory. That's sort of part of its theme.)

Question 2: Let's say I include the Empoisoner's Guild as a starting site but rename the Empoisoner something like "The Matriarch's Hand" and restat it accordingly. Will including the site (assuming I mod the correct unit, as opposed to creating a new one) have any problems calling up my new Hand? I'd imagine not. Further, would it change the text on the site to read "Can recruit The Matriarch's Hand" or is that a defined bit of text as opposed to a "Can recruit X" variable?

Just checking. Will copy these starting questions over into my Kolum Mod Thread as well as dev notes.
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