|
|
|
|
October 13th, 2007, 01:06 PM
|
Sergeant
|
|
Join Date: Sep 2004
Posts: 234
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
#god <commander type>?
The #god command forces the god to be <commander type>.
Where do I find the list of <commander type>'s?
Thanks,
DB
|
October 13th, 2007, 01:31 PM
|
|
Major General
|
|
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
|
|
Re: #god <commander type>?
It's in Edi's unit database, commander type is given in the
#god 4 "Niefel Jarl"
#mag_fire 5
for example, would give EA T'ien Ch'i a Niefel Jarl with five fire magic as their deity.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
|
October 13th, 2007, 03:12 PM
|
Sergeant
|
|
Join Date: Sep 2004
Posts: 234
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: #god <commander type>?
Thanks!
|
October 17th, 2007, 04:46 PM
|
Lieutenant General
|
|
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
|
|
Re: #god <commander type>?
ow wait I want to know more..
if I just add a god, and maybe some inventory.. the comp won't generate his points etc then as normally..
will I then just give that nation a god with NO magic powers and NO scales ??
IE
IF I use that command and want a usefull god SHOULD I set ALL his magic skills, his dominion and his scales?? or else he'll basicly be just another commander?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
|
October 17th, 2007, 04:58 PM
|
Lieutenant General
|
|
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
|
|
Re: #god <commander type>?
ok if I don't want water races (because they will get no valid start locations, since the 7 water provs I have are NOSTART
does that mean I have to use the commands to enable ALL THE other races?? or can I just DISABLE some races too??? can't find that option though??
how do I just disable the water races from all ages?
shoudl I disable the "RP" races (for king, guard and church) I want in every game and be comp controlled in every game too?? or will that prevent them from being comp controlled too??
plz help this information is nowhere IMHO
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
|
October 17th, 2007, 06:04 PM
|
|
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: #god <commander type>?
You can mod the water nations to be in another era. That way, the player can't choose them.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|