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  #1  
Old January 27th, 2005, 11:49 AM
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Default Re: Yet More Mod Questions

Argh, can someone tell me what I am doing wrong?

I am making the national summons, and already modded the Carrion Centaur 714 unit appropriately (works fine when I make him recruitable, which I did just to test, because I cannot summon him), but I cant get anyone to cast the darn spell. It will not show up in the list of spells that people can cast.

#selectspell "Carrion Centaur"
#school -2
#path 0 1
#path 1 0
#pathlevel 0 1
#pathlevel 1 1
#fatiguecost 300
#end

Thanks much in advance.
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  #2  
Old January 27th, 2005, 11:59 AM
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Default Re: Yet More Mod Questions

Did you test it with Pan cw theme to summon the spell ?
Afaik this spell is carrion woods theme only so it could be possible that these few spells can't be modded correctly .

You can also as a 2nd test leave out the #school -2 line because the spell works this way already default .

If this doesn't work better wait for an answer by Johan or Kristoffer
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  #3  
Old January 27th, 2005, 01:13 PM
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Default Re: Yet More Mod Questions

With '#school -2' you have chosen the spell to be national. You still have to choose the nation!

"9.4 #researchlevel
Level of research required should be a number
Exception: If the of the nation that has spell."

Add line '#researhlevel 10', and it should work.

edit: Heh, 3 minutes late...
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  #4  
Old January 27th, 2005, 01:18 PM
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Default Re: Yet More Mod Questions

God I am an idiot -- NOW I FINALLY GET IT. I never understood that researchlevel before, I thought it meant something like how much research you need to invest.
The modding document is EXTREMELY ambiguous.
It says (quote):

#researchlevel <level>
Level of research required to learn this spell. The level
should be a number between 0 and 9.

Well hm, I figured this meant like Construction 0 to 9 or something.
In fact, the number should not be 0 to 9, that is totally misleading. (That somehow makes me feel about 4% less stupid.)
Thanks I will try this out! You people are wonderful.
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  #5  
Old January 27th, 2005, 01:38 PM
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Default Re: Yet More Mod Questions

PS. Somewhat unrelated:

How do the devs do it? I mean, how can THEY make a unit with Castle Defense bonus? If it is not possible in a mod, then how can they do it when they make the races? Do you know what I mean?

PPS. Although I cannot get my Sioux to be poor castle defenders (maybe if a patch, however, comes out before I am done), but what DOES work is this: They can be poor forgers! A forgebonus of -15% works (at least, it shows up that way)!
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  #6  
Old January 27th, 2005, 07:50 PM
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Default Re: Yet More Mod Questions

We don't mod. All units are coded like this.

{"Ghoul Guardian",1924,10,2,2,14,0,13,0,10,11,10,9,18,{fx_guard,fx_ nil,fx_nil,fx_nil,fx_nil,fx_nil},{1,0,0,0,0,0},{5, 0,0,0},{19,20,0},20,31,res_undead+res_poison+res_f ood,ord_undead+ord_poor+ord_undead_ok},

It is not very userfriendly. Everything that is to be moddable must be made available in the code elsewhere. To enable modding of the guard special effect we would have to make the modding utility understand it and read it from a .dm text file. This is made on most special effects, resistances etc, but as they have been implemented over time there are still things that can't be modded.
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  #7  
Old January 28th, 2005, 06:08 AM
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Default Re: Yet More Mod Questions

Yikes! Scary! Well ok hat's off to you!
Thanks for the reply.

May I make a tiny suggestion, if you have the time: Could you change the Modding document around section 9, specifically section 9.4 -- a number from 0 to 9 under research level is somewhat misleading if we are to put the nation number in some circumstances?

This is probably not the place for it, but I thought I would mention it here: Perhaps for dom3, SiegeBonus and FortDefBonus would be best uncoupled from "unit bonus", but rather coupled to strength; otherwise, it may be impossible to make *poor* defenders. (A unit with good fort defense counts as 1 extra ... what? 1 extra unit with strength of 10? 1 extra of itself? In any case, a unit with strength of 10 and a fort defense of -1 would net 0, a bit too little, and -.5 would probably screw things up. But a unit with strength of 4 for defense purposes, or 25, would be perfect.)

I hope I can continue to ask my stupid mod questions here? Well here are some more:

I really wanted to take Pan as a nation, since this would allow not only a thematic closeness (stealth, tree-hugging), but also allow me to utilize their cheap temple build, which is perfect for my nation. Additionally, the God choices are perfect.
However: ALthough I like the Oglala's national troops, they are not particularly multifaceted (almost exclusively light cav), and I wanted to make the base of their elite troops both sacred, fairly powerful, and not entirely easy to get. It made no sense to me to have a nomadic tribe with tons of "capital only" troops, although I will be having some (1 unit, 1 commander, or maybe 2 commanders). Therefore, I figured it would make sense to have them be summonable, since the nation will be mage-priest-heavy anyhow. And so this, too, fit in with Pan, since CW has national summons (I didnt want to mod a summons spell from someone else or from the global pool and hence screw up the game for others).
But it turns out that the Pan's CWs national summons are commanders. So:
Is there a way to mod a unit so that it be a unit? (As if it were a pre-GoR mind-enslaved?)
If not, I am afraid I will have to continue to take Tien Chi (as I am currently doing), as silly as that will end up being for all intents listed above....
Any tips?

One last question: I wanted to mod armor, Enchanted Warpaint, is ok, but I wanted it to give basically no protection except for 1 or 2 points of Magic Resistance. I dont see a way to do this. Am I missing something or is that impossible?

Thanks so much
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