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February 24th, 2004, 09:20 AM
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Lieutenant Colonel
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Modding questions for those who mod.
Arrite, I need a mod which will let me start out with as much gems of each type as possible, like 5,000 gems of each type, 5,000 pearls, and 5,000 blood slaves. How will I go about doing this?
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February 24th, 2004, 09:57 AM
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National Security Advisor
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Join Date: Dec 1999
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Re: Modding questions for those who mod.
Hahr!
Um, well 5000 on turn 1 sounds a bit hard. You can at least give yourself whatever starting sites are best for this, by looking at the site list someone made, and taking those.
Then you could pick Global Enchantments which require a lot of gems, and mod the spells so they are easy-to-cast national spells of your nation.
You might be able to do a map mod where your provinces are given commanders loaded to the brim with gems and gem-generating items. Maybe create monsters which generate gems - that might do it in one shot, except they'd probably go into the unit's personal supply, which has a limit.
Sounds like a pain. Why do you want 5000 gems?
PvK
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February 24th, 2004, 10:25 AM
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Private
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Re: Modding questions for those who mod.
Don't know about modding, but you can edit it in (at least, you can in the demo....) if you have a hex editor:
with the ftherlnd file in the save directory:
search out the name of the pretender(s) you want to have the gobs of gems, then back up a ways; there should be a long series of FF's (58 (hex, 88 decimal) of them) fairly soon; from the first byte of those FF's, back up 36 (that's in hex - 54 decimal) bytes, and you *should* be at the start of the gem supply, two bytes each, low byte first, ordered Fire, Air, Water, Earth, Astral, Death, Nature, Blood Slaves.
Then save and exit the hex editor.
Then host, without running your turn (the turn file would either eliminate that particular change or give a corrupted error message - not sure which).
That gives it to you on turn 2....
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February 24th, 2004, 10:28 AM
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Major General
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Join Date: Jan 2004
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Re: Modding questions for those who mod.
I strongly advise that you do not hex-edit files to give more gems to a commander than the game code allows (30). You may run the risk of crashing the game and/or corrupting the save.
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February 24th, 2004, 10:34 AM
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Private
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Re: Modding questions for those who mod.
Don't worry; that set of instructions puts the gems in your laboratory - your pretender's name is not stored alongside your pretender, the unit, but with a bunch of other stuff.
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February 24th, 2004, 10:42 AM
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Major General
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Re: Modding questions for those who mod.
Okay, cool. I had visions of impending disaster there for a bit.
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February 24th, 2004, 10:53 AM
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Private
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Re: Modding questions for those who mod.
is not that bad even when disaster strikes - it says "nagot gik fel!" (special a in nagot) and quits if it encounters somethin illigal in the segment where you are entering orders and just plain quits if it encounters somethin illigal while hostng
it quits, it doesn't hurt much
at most you just can't use that save game anymore and have to start over
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February 24th, 2004, 03:28 PM
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Lieutenant Colonel
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Re: Modding questions for those who mod.
Ok, well I won't say I need 5,000 gems. I'll say I need as much gems as possible.
Is it possible to make a scenario where you own every single land except one province? (which is the province your enemy starts in)
I need to setup an enviornment where I can summon every single creature in the game.
So I can start out by doing this:
1. Start with every province.
2. Place magic sites on the map.
3. Start commanders in province with gems.
4. Start magic sites in home province
5. Have global enchantments cast.
6. Having a (free, if possible) rainbowmage with 4 of every path
Can you tell me which requires map modding and which requires game modding?
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February 24th, 2004, 04:08 PM
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Corporal
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Re: Modding questions for those who mod.
1. Start with every province.
Easy, but ulimately fruitless as the game will end on turn 2. Much better to have a map where you own some large proportion of the sites but have indies in a number of others where your dominion won't overwhelm them for a number of turns.
2. Place magic sites on the map.
Again, fairly simple. You could even set it so you start with some ludicrous number in your home site.
3. Start commanders in province with gems.
As stated in the thread below.
4. Start magic sites in home province
Easy.
5. Have global enchantments cast.
Dunno if this can be at the start of the game.
6. Having a (free, if possible) rainbowmage with 4 of every path
Not tough.
You could also set it up so that certain spells are "pre-researched" for a particular nation.
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February 24th, 2004, 05:46 PM
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Shrapnel Fanatic
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Re: Modding questions for those who mod.
[quote]Originally posted by Argitoth:
Is it possible to make a scenario where you own every single land except one province? (which is the province your enemy starts in)
Yes easily done with an edited .map file
1. Start with every province.
Map commands
2. Place magic sites on the map.
Map commands
3. Start commanders in province with gems.
Map commands
4. Start magic sites in home province
Map commands
5. Have global enchantments cast.
Hmmm not map commands. Im not sure if even Mod can do that. You can declare the spells to be already available with map commands and just push fast to cast them in your first game and save the game file at that point.
6. Having a (free, if possible) rainbowmage with 4 of every path
Map commands
[ February 24, 2004, 15:49: Message edited by: Gandalf Parker ]
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