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  #121  
Old March 21st, 2009, 07:50 AM

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Default Re: Modding shortlist

A button on the screen Goto would be *very* useful.

After you press it, you enter the province #. And then it centers the map on that province.

Goto 24
Goto 45
Goto 96

If you really wanted to make it neat, you could also use names
Goto isle of Lch
Goto Balbarian Swamps

And if you wanted to make it super amazing, it would also work if you entered a commander name (cycling through all commanders / provinces with the same name.

Goto Halmyra.


Very useful on large maps where you have no idea where the province is
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  #122  
Old March 21st, 2009, 07:56 AM

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Default Re: Modding shortlist

Hmm, I think this already exists, but I can't remember what the key is...

Okay yep got it. Try pressing the # key.
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  #123  
Old March 21st, 2009, 08:16 AM

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Default Re: Modding shortlist

That's not a modding thing anyway, that's just a UI wish.
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  #124  
Old March 22nd, 2009, 10:13 AM
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Default Re: Modding shortlist

SOrry if this is the wrong thread...

- A bug report: if you "#copyspr" the Jade Mask (which is restricted to one nation), any item you copy it to also becomes restricted (even if it has no such restrictions in the mod)

And few requests, or votes for existing mod requests in future patches -
- the ability to create sprites for #newitems
- #onebattlespell for #newitems or #newweapons
- #ritualspell for #newitems
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  #125  
Old March 22nd, 2009, 12:11 PM

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Default Re: Modding shortlist

So I've tried to implement overwriting national spells without success perhaps due to not knowing enough about modding. Anyway I tried #selectspell 109 followed by #clear followed by the content of the new spell to #end. I get a name2spell crash every time. Any tips?

Also it doesn't seem possible to force a spell number on creating newspells. #newspell, unlike every other new mod object command, does not take a numerical unit id argument. Just #selectspell 999 followed by the spell to #end doesn't show up in research. This is OK as I can just count off 136 #newspells before overwriting national ones if I can ever get that to work. Why? Am I missing something?

Currently one cannot play Mytheology/Antilarium + CPCS + Holy War even after removing the Antilarium GoR spells which seems like a reasonable desire... well, I really want to anyway.

Apologies for hijacking the thread somewhat.
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  #126  
Old March 22nd, 2009, 12:59 PM
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Default Re: Modding shortlist

Quote:
Originally Posted by pyg View Post
So I've tried to implement overwriting national spells without success perhaps due to not knowing enough about modding. Anyway I tried #selectspell 109 followed by #clear followed by the content of the new spell to #end. I get a name2spell crash every time. Any tips?
You have to select them by name, not number. Which is a problem, because there may be more than one spell by the same name. Spells are being references by name, not number, everywhere, in the unit and item data as well. On the other hand, in your specific case, they should probably have the same restrictions, so if you chose to overwrite one of them, you'll probably want to overwrite all of them, and you should be able to do that if you change their names while doing so.

Quote:
Originally Posted by pyg View Post
Also it doesn't seem possible to force a spell number on creating newspells.
Correct.
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  #127  
Old March 22nd, 2009, 01:03 PM
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Default Re: Modding shortlist

Quote:
Originally Posted by Psientist View Post
- A bug report: if you "#copyspr" the Jade Mask (which is restricted to one nation), any item you copy it to also becomes restricted (even if it has no such restrictions in the mod)
I was wondering where the restriction kicks in, because there's nothing in the item data. Thanks for reporting that it's done by sprite ID. How funky! Some other things are tied in a strange way. For example, the Forbidden Light effect that raises Astral and Fire magic by 2 also draws in Horror assassinations.
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  #128  
Old March 25th, 2009, 02:02 PM

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Default Re: Modding shortlist

I still want to get moddable summoning magic sites. All of them in vanilla are very weak. And getting some tough summoning sites would be great for mapmaker.
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  #129  
Old March 26th, 2009, 04:09 PM
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Default Re: Modding shortlist

Quote:
Currently one cannot play Mytheology/Antilarium + CPCS + Holy War even after removing the Antilarium GoR spells which seems like a reasonable desire... well, I really want to anyway.
I"ve posted an updated antilarium w/out the GoR spells... if they still conflict with Holy War or CPCS, it's probably unit/item number conflicts...
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  #130  
Old March 26th, 2009, 11:58 PM
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Default Re: Modding shortlist

Quote:
Originally Posted by Psientist View Post
Quote:
Currently one cannot play Mytheology/Antilarium + CPCS + Holy War even after removing the Antilarium GoR spells which seems like a reasonable desire... well, I really want to anyway.
I"ve posted an updated antilarium w/out the GoR spells... if they still conflict with Holy War or CPCS, it's probably unit/item number conflicts...
Likely not, since neither CPCS nor Holy War: Divine uses any "numbers". They just add spells. But CPCS probably uses something like 70 spells slots, which is quite.. genereous portion of the available 136 slots.

I don't how many spells does Antilarium/ Mytheology add, but all of these mods (CPCS + HW: D + Antilarium + Mytheology) mentioned herein will probably go over the limit.
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