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  #1  
Old February 24th, 2004, 10:25 AM

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Default Re: Modding questions for those who mod.

Don't know about modding, but you can edit it in (at least, you can in the demo....) if you have a hex editor:
with the ftherlnd file in the save directory:
search out the name of the pretender(s) you want to have the gobs of gems, then back up a ways; there should be a long series of FF's (58 (hex, 88 decimal) of them) fairly soon; from the first byte of those FF's, back up 36 (that's in hex - 54 decimal) bytes, and you *should* be at the start of the gem supply, two bytes each, low byte first, ordered Fire, Air, Water, Earth, Astral, Death, Nature, Blood Slaves.
Then save and exit the hex editor.
Then host, without running your turn (the turn file would either eliminate that particular change or give a corrupted error message - not sure which).

That gives it to you on turn 2....
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Old February 24th, 2004, 10:28 AM
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Default Re: Modding questions for those who mod.

I strongly advise that you do not hex-edit files to give more gems to a commander than the game code allows (30). You may run the risk of crashing the game and/or corrupting the save.
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Old February 24th, 2004, 10:34 AM

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Default Re: Modding questions for those who mod.

Don't worry; that set of instructions puts the gems in your laboratory - your pretender's name is not stored alongside your pretender, the unit, but with a bunch of other stuff.
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Old February 24th, 2004, 10:42 AM
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Default Re: Modding questions for those who mod.

Okay, cool. I had visions of impending disaster there for a bit.
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Old February 24th, 2004, 10:53 AM

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Default Re: Modding questions for those who mod.

is not that bad even when disaster strikes - it says "nagot gik fel!" (special a in nagot) and quits if it encounters somethin illigal in the segment where you are entering orders and just plain quits if it encounters somethin illigal while hostng

it quits, it doesn't hurt much

at most you just can't use that save game anymore and have to start over
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Old February 24th, 2004, 03:28 PM
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Default Re: Modding questions for those who mod.

Ok, well I won't say I need 5,000 gems. I'll say I need as much gems as possible.

Is it possible to make a scenario where you own every single land except one province? (which is the province your enemy starts in)

I need to setup an enviornment where I can summon every single creature in the game.

So I can start out by doing this:
1. Start with every province.
2. Place magic sites on the map.
3. Start commanders in province with gems.
4. Start magic sites in home province
5. Have global enchantments cast.
6. Having a (free, if possible) rainbowmage with 4 of every path

Can you tell me which requires map modding and which requires game modding?
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Old February 24th, 2004, 04:08 PM
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Default Re: Modding questions for those who mod.

1. Start with every province.

Easy, but ulimately fruitless as the game will end on turn 2. Much better to have a map where you own some large proportion of the sites but have indies in a number of others where your dominion won't overwhelm them for a number of turns.

2. Place magic sites on the map.

Again, fairly simple. You could even set it so you start with some ludicrous number in your home site.

3. Start commanders in province with gems.

As stated in the thread below.

4. Start magic sites in home province

Easy.

5. Have global enchantments cast.

Dunno if this can be at the start of the game.

6. Having a (free, if possible) rainbowmage with 4 of every path

Not tough.

You could also set it up so that certain spells are "pre-researched" for a particular nation.
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