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January 18th, 2004, 01:45 AM
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Private
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Join Date: Jan 2004
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About pretenders ...
How can i modify the list of pretenders gods for a specific nation ?
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January 18th, 2004, 04:57 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: About pretenders ...
At present, it appears that you can only change the properties of the pretenders they already have. I have such a mod in the works right now. The current Version of the #clear command doesn't work, and not all abilities can be specified or removed, so you need to choose the pretender that most closely resembles the one you want in the unmoddable areas (path cost, slots, special abilities and characteristics, leadership).
You can currently change the name, appearance, equipment, most of the numbered attributes and starting magic paths, number of eyes, mounted status (nearly everything else in the mod doc seems to work).
To find the number, start to create a new pretender, bring up his info sheet, and press shift+I to see his unit number. Then just edit that unit. However, it gets slightly tricky in that some nations can pick the same pretenders, so until we get some more mod commands, there are some limits on what can be done.
PvK
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January 18th, 2004, 03:05 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: About pretenders ...
Isnt it possible to replace one of the pretenders by their number with a new unit?
__________________
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January 18th, 2004, 03:29 PM
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Re: About pretenders ...
Thanks ...
I was stuck at that point too
So ... wait and see
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January 19th, 2004, 05:21 AM
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Corporal
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Join Date: May 2001
Location: Oxon Hill, Md. USA
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Re: About pretenders ...
Hi,
I've been most eager to mod pretenders as well and one of the things I've wanted to mod is their pics. Where the heck are their .tga files? I'd really like to change some of them.
PvK,
Since you told us about the Shift-I, I can use the Heal mod to piggy back some of my changes onto. Thinking of that, another question occurs: What if I want to change the values for pretender abilities? For example, make one stronger. If I put the #str 20, where it was 12 before, does that replace the earlier value?
What if I want to remove an ability? How would I do that?
Ciao,
V'ger gone
[ January 19, 2004, 03:31: Message edited by: Vger ]
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January 19th, 2004, 07:13 AM
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National Security Advisor
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Join Date: Dec 1999
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Re: About pretenders ...
Quote:
Originally posted by Vger:
...
What if I want to change the values for pretender abilities? For example, make one stronger. If I put the #str 20, where it was 12 before, does that replace the earlier value?
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Yes, that works fine, as do all the other mod commands in the doc (that I've tried) that add or change abilities.
Quote:
What if I want to remove an ability? How would I do that?
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You would use the #clear and #clearmagic mod commands, before adding things. Due to bug however, #clear doesn't do anything in the current patch, so you are stuck with whatever abilities are on the pretender you are trying to modify. At least #clearmagic works to clear the starting paths. So, you can start with a pretender who has no abilities you don't want, although that further limits your choices. As I said before, since you want to consider other currently-unmoddable factors like new path cost, leadership, and which other nations can get the pretender, the choices often become quite limited.
You can create a new unit from scratch, but there's no way to let him be a pretender, yet.
PvK
[ January 19, 2004, 05:14: Message edited by: PvK ]
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