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Old January 19th, 2004, 07:13 AM
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Default 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?
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?
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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