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  #111  
Old March 20th, 2005, 01:56 PM

godofdun godofdun is offline
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Default Re: Ulm beefed up ...

Speaking of Black Forest, is there any way currently to modify a theme for a nation (such as its prerequisite scales) directly, as opposed to just editing some of the units? I'm a bit of a n00b at this, i looked through the mod manual but didn't see a command for it so im not even sure if its possible. I'm asking cause it seems to me that a mandatory death 1 scale for a blood nation as any patrolling you do would kill off ur pop, limiting your slave income severely.
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  #112  
Old March 20th, 2005, 02:35 PM

quantum_mechani quantum_mechani is offline
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Default Re: Ulm beefed up ...

Quote:
godofdun said:
Speaking of Black Forest, is there any way currently to modify a theme for a nation (such as its prerequisite scales) directly, as opposed to just editing some of the units? I'm a bit of a n00b at this, i looked through the mod manual but didn't see a command for it so im not even sure if its possible. I'm asking cause it seems to me that a mandatory death 1 scale for a blood nation as any patrolling you do would kill off ur pop, limiting your slave income severely.
No, there is no way to change anything in a theme other than editing it's units.
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  #113  
Old March 20th, 2005, 02:38 PM
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Default Re: Ulm beefed up ...

No, that cannot be modded. As a rule, if it isn't in the modding manual, it can't be done.

However, I have made a mod than replaces a nation (I think Abysia) with Black Forest, and a program with which you can change the replaced nation to any land nation. So you can use that mod to replace Ulm with Black Forest. I coudln't put the theme requirements on it.
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  #114  
Old March 20th, 2005, 02:43 PM

godofdun godofdun is offline
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Default Re: Ulm beefed up ...

wow, nice haha, yeah i figured that was a long shot. Anyway, where can i get this shiny sounding mod of yours? It doesn't list a website for u in your profile, and im really excited by a more "vampire" themed blood nation .
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  #115  
Old March 20th, 2005, 03:06 PM
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Default Re: Ulm beefed up ...

Right now, it is an attachment. I will probably make a new version of the National Replacement series, add Mictlan and Atlantis (although neither can be used without major changes to how they play out, namely dominion spreading without blood sacrifice and auto-spawning hybrids) and fix some bugs that seem to plague that oh-so-simple Mod Converter.

EDIT: You won't get any national heroes, and will get the fortress resource bonus base Ulm gets. I don't know if you should receive the latter or not, but it can't be modded so it won't change.

Last edited by Endoperez; August 13th, 2008 at 11:31 AM..
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  #116  
Old March 20th, 2005, 06:22 PM
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Default Re: Ulm beefed up ...

Quote:
Endoperez said:
No, that cannot be modded. As a rule, if it isn't in the modding manual, it can't be done.
I found an exception. I was trying to put "life drain" and "3x damage to undead" and "soul slay" secondary effects on weapons by using random numbers, and I got strange secondary effects... for example...

"Additional effect when striking the enemy: Pike"
"Additional effect when striking the enemy: Rune Smasher"
"Additional effect when striking the enemy: Halberd"

I'm not sure what they would do. But there are probably lots of real effects not listed in the mod manual.
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  #117  
Old March 20th, 2005, 08:41 PM

godofdun godofdun is offline
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Default Re: Ulm beefed up ...

sweet, thx, i'll definately have fun tinkering with that
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  #118  
Old March 21st, 2005, 07:01 AM
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Default Re: Ulm beefed up ...

Quote:
Saber Cherry said:
Quote:
Endoperez said:
No, that cannot be modded. As a rule, if it isn't in the modding manual, it can't be done.
I found an exception. I was trying to put "life drain" and "3x damage to undead" and "soul slay" secondary effects on weapons by using random numbers, and I got strange secondary effects... for example...

"Additional effect when striking the enemy: Pike"
"Additional effect when striking the enemy: Rune Smasher"
"Additional effect when striking the enemy: Halberd"

I'm not sure what they would do. But there are probably lots of real effects not listed in the mod manual.
That is documented. Description of #secondaryeffectalways mentions that those special effects are just weapon types. So you can wield Weak Poison, or Death Poison, or Unconsciousness (although the in-game version has a typo). However, they are meant to be used in weapons. You can also do new secondaryeffects, e.g. Flame Storm, AoE 10, dam 15, Fire, armor-piercing. And you can duplicate effects like Shatter, or Slay Magic, but not mod them.

2x, 3x and lifedrain aren't possible, but Soul Slay is. Look through Edi's weapon list.
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  #119  
Old March 21st, 2005, 07:53 AM
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Default Re: Ulm beefed up ...

Quote:
Endoperez said:
Quote:
Saber Cherry said:
Quote:
Endoperez said:
No, that cannot be modded. As a rule, if it isn't in the modding manual, it can't be done.
I found an exception. I was trying to put "life drain" and "3x damage to undead" and "soul slay" secondary effects on weapons by using random numbers, and I got strange secondary effects... for example...

"Additional effect when striking the enemy: Pike"
"Additional effect when striking the enemy: Rune Smasher"
"Additional effect when striking the enemy: Halberd"

I'm not sure what they would do. But there are probably lots of real effects not listed in the mod manual.
That is documented. Description of #secondaryeffectalways mentions that those special effects are just weapon types. So you can wield Weak Poison, or Death Poison, or Unconsciousness (although the in-game version has a typo). However, they are meant to be used in weapons. You can also do new secondaryeffects, e.g. Flame Storm, AoE 10, dam 15, Fire, armor-piercing. And you can duplicate effects like Shatter, or Slay Magic, but not mod them.

2x, 3x and lifedrain aren't possible, but Soul Slay is. Look through Edi's weapon list.

Yay!!! Version 8.0 of the Recruitable Unit Mod will be neat The only question is... how much would you pay for Valkyries with "Soul Slay" spears?

...and back to Ulm, sorry for side-tracking the thread!
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  #120  
Old May 26th, 2005, 06:34 PM

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Default Re: Ulm beefed up ...


Something I was thinking that might be nice for ulm (and it may have been suggested before) is a good forger unit. Something like a cheap 1 earth commander with a good forge bonus. Give it a research penalty and high endurance so useless for researching or combat. I think its thematic that ulm would be able to pump out lots of armor and weapons.

Then I was thinking giving a random as well so they could forge a better variety of weapons and armors, but then you get a super hoarder. Maybe only a socery random. Blood stones might still be an issue.

Either way a random would give ulm a big sitesearching help, which might be good but maybe not alll that thematic.
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