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  #1  
Old October 13th, 2007, 01:06 PM

Dogboy Dogboy is offline
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Default #god <commander type>?

The #god command forces the god to be <commander type>.
Where do I find the list of <commander type>'s?

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DB
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  #2  
Old October 13th, 2007, 01:31 PM
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Default 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.
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  #3  
Old October 13th, 2007, 03:12 PM

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Default Re: #god <commander type>?

Thanks!
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  #4  
Old October 17th, 2007, 04:46 PM

Aezeal Aezeal is offline
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Default 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?
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
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  #5  
Old October 17th, 2007, 04:58 PM

Aezeal Aezeal is offline
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Default 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
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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.
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  #6  
Old October 17th, 2007, 06:04 PM
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Default Re: #god <commander type>?

You can mod the water nations to be in another era. That way, the player can't choose them.
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  #7  
Old October 17th, 2007, 06:07 PM

Aezeal Aezeal is offline
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Default Re: #god <commander type>?

I actually would like the players to still be able to choose any era though.. or will this give problems
(I use middle are nations for the 3 races I have set for the comp, but whatever races the player wants to use for the rest of the game and races really doesn't matter to me so to keep the map appealing to most I'd like to keep most options open

Is what I want possible? if it's not possible please tell me why so I get more insight in the mod mechanics
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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.
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  #8  
Old October 17th, 2007, 06:23 PM

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Default Re: #god <commander type>?

another question (but please to still answer the provious one)

I got a message #god not in game or something
I guess that means I cannot add a fomorian king to a ME race as a god? --> the command to add a god can't override the other rules???

--> does is only have to be available in the right AGE or also to the particular race?
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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.
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  #9  
Old October 17th, 2007, 06:42 PM
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Default Re: #god <commander type>?

Any unit can be a god. The game doesn't track where a unit is used; a unit could be recruited as a commander, as a unit, summoned leading a group of its copies, available as a pretender etc etc. Whether this unit is a Fomorian God King or a puny Warrior, there's no difference - they are just units. The source doesn't matter. Availability doesn't matter.

"13" is a unit named 13, just as "light infantry" is unit called light infantry. This applies for everything. Inside quotes, everything is text, not numbers. "13"+"1" is "131", while 13+1=14. If you want to choose with number, leave quotes out, and double-check that you didn't make any typoes.

If the game tells you unit isn't in the game, it means it didn't find anything matching what you wrote. Whatever you meant is totally different matter. Say, unit 19350 won't exist, if you meant 1935.
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  #10  
Old October 17th, 2007, 06:43 PM

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Default Re: #god <commander type>?

Något gick fel!
#god: this nation is not in play

I have 3 ME nations modded in the game with appropriate gods

I wanted to start a game with a EA nation though.. but this error appears.
anything I can do or MUST I play ME
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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.
Reply With Quote
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