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  #11  
Old April 11th, 2004, 04:13 AM

gladestrider gladestrider is offline
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Default Re: modding, getting started?

Quote:
Originally posted by Spacepain:
RTFMing again, and I noticed the comand
#nothemes (or something close to that)
It doesn't make any themes playable for said nation.

This command sort of implies the ability to mod themes, but I didn't see any commands to influence this. Rather peculiar to me. Is this an indicator of future additions to modability?
I don't know about their future intentions, but at the moment I use that to turn off themes for when I modify a race. I recently modded Ermor into Mordor for the LotR map and turned off themes because they didn't really fit in with the flavor.

I believe it's possible to force a nation to take a particular theme, which may be handy b/c some themes have more national heroes than others. I haven't actually done that, though. However, I'm not aware of any way to actually mod a theme.

A walkthru might be nice, but I'll settle for decent documentation--updated weapon/armor/unit lists with IDs. That's been the big PITA for me. (disclaimer: I have not yet read the 2.11 modding.pdf)

As for adding new nations, I'm not sure it's necessary--that would have to be a really big game to have all 18 nations already active. It's fairly easy to turn on/off a mod.

gs
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  #12  
Old April 11th, 2004, 05:46 PM

Spacepain Spacepain is offline
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Default Re: modding, getting started?

With adding new themes though, u'd be able to essentially create entire new nations, and not have to worry about everything hard coded into the game.
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  #13  
Old April 11th, 2004, 08:12 PM

Psitticine Psitticine is offline
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Default Re: modding, getting started?

The modding manual is going through a major rewrite/edit that'll hopefully make it a bit more accessable for beginners.

It'll be maintained through new Versions as well, so suggestions from everybody on improvements will be welcome.
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