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February 3rd, 2004, 07:07 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: UlmPunk MOD available
Quote:
Originally posted by Bowlingballhead:
'The names of the critters are missing'? What do you mean? The unit types are all named. I confirmed this myself. Maybe something is wrong with the copy of the file you got? I'm looking at a copy of the .dm file right now. #name "Artificer", #name "Steam Monstrosity", #name "Silicon"... it all seems to be here.
Of course, there's that danged hero I missed. Sheesh. I am so vexed that I overlooked him.
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You have names . That probably means that there are problems with the 2.07 beta Version (which I am using). I'll have to take a look.
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February 3rd, 2004, 07:23 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: UlmPunk MOD available
Hmm, for some reason (no apparent one) only the Artificier has got a name when I try the mod.
You can all see the names of the units?
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February 3rd, 2004, 07:28 PM
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Corporal
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Join Date: Dec 2003
Posts: 98
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Re: UlmPunk MOD available
I believe so. I'm not at home to check. I'll see if I can't get confirmation from a friend.
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February 3rd, 2004, 07:36 PM
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Sergeant
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Join Date: Jan 2004
Location: Moloch\'s Pit of Fiendish Delights
Posts: 200
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Re: UlmPunk MOD available
Quote:
Originally posted by Kristoffer O:
Hmm, for some reason (no apparent one) only the Artificier has got a name when I try the mod.
You can all see the names of the units?
You have names . That probably means that there are problems with the 2.07 beta Version (which I am using). I'll have to take a look
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Kris: I downloaded the mod and started a game (with current patch, 2.06) and it works fine. I can see all the unit names. Must be the 2.07 patch?
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February 3rd, 2004, 09:50 PM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
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Re: UlmPunk MOD available
The problem is that the #clear command works in Version 2.07.
You should not use the clear command in the midst of creating a new monster as it will clear all stats you have given it including the name. If you want to do a clear (not useful for new monsters) then do it right after the #selectmonster command.
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February 3rd, 2004, 09:52 PM
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Corporal
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Join Date: Dec 2003
Posts: 98
Thanks: 0
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Re: UlmPunk MOD available
#clear will work?! Oh, happy days! I will immediately move the #clear commands in my units' setups appropriately.
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February 3rd, 2004, 10:06 PM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
Thanks: 1
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Re: UlmPunk MOD available
Quote:
Originally posted by Bowlingballhead:
#clear will work?! Oh, happy days! I will immediately move the #clear commands in my units' setups appropriately.
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Monday Tuesday Happy Days!
Wednesday Friday Happy Days!
Saturday, Happy Day... blabla oh I hate this song.
[ February 03, 2004, 21:53: Message edited by: Argitoth ]
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