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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

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  #1  
Old September 8th, 2006, 05:21 PM
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Default Re: help with newbie modding

IIRC, the answer to the 1st question is that you should do as you guessed, define some leadership for regular troops in case they are GoRed, this follows the logic of defining body types for none commanders.
The answer to the 2nd question is (again, IIRC) that there isn't a better way.
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Old September 11th, 2006, 05:43 AM

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Default Re: help with newbie modding

Agrajag, Endoperez - Thanks for helping me out. Now the modding is going pretty smoothly overall. Time to test it out!
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Old October 8th, 2006, 04:43 AM

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Default Re: help with newbie modding

Okay, rather than start a new thread, I'll just ask here:

I tweaked around with the Knights of the Stone and after running about 300 turns in a test game (with luck 3, turmoil 3), I have Bernlad, Rhianne and Brangwen, but no Knight of the Stone.

Is there any way of knowing if I accidently messed something up? There were no error messages and everything else I modded seems to be working just fine.

For those who might want to see the changes, here goes:
#selectmonster 58
#ap 30
#mapmove 3
#hp 20
#str 14
#att 18
#def 17
#mr 15
#mor 18
#heal
#reinvigoration 3
#standard 20
#weapon 330
#weapon 998
#armor "Mithril Mail"
#armor "Mithril Helmet"
#armor "Mithril Kite Shield"
#end

The Mithril armor all seems good to go based on other armor I have created which did work, same with the #998 weapon.

The #330 weapon is "Alicorn". I was trying to switch the mount from a regular horse to an Alicorn. Could this be the problem?

Any insight would be greatly appreciated. Thanks in advance!
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Old October 8th, 2006, 04:51 AM
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Default Re: help with newbie modding

I don't know why that doesn't work, but it seems that it doesn't.

Dominions 3 has a new mod command for adding a hero similar to the Knights of the Stone, though, so if you are getting it or making a version of your mod to work with it, you have a workaround.

#multihero1 <monster nbr>
Gives a multihero to the modded nation. Use multihero1
or multihero2 for up to two different multiheroes. A
multihero is a hero that never runs out, i.e. there is an
infinite supply of that type of hero.
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Old October 8th, 2006, 09:58 PM

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Default Re: help with newbie modding

At the moment, I'm trying my best *not* to play the Dom 3 demo, since I can't stand 40 turn limits and won't be able to purchase the full game for a few months...but it sounds very tempting!

Go figure, I decide to test out some new mods for Ulm (with the Knights of the Stone mod still running), and on about turn 5 the AI Man declares some Knight of the Stone their new prophet.

As an aside, don't you hate it when a 'quick test game' turns into an all-nighter?
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Old October 9th, 2006, 04:37 AM
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Default Re: help with newbie modding

Re: supposedly quick games going on for all night...

I had a blitz game ones. Blitz games are supposed to be quick. I played against Quantum Mechani, who is good, and it was one of my first blitz games ever, and I'm not that good a player. It lasted a long time, and ended with both of us having armies in each other's capital. That's when we decided to quit. They can be nice, but only if you don't have to wake up early next morning. But I quess the possibility of a simple situation becoming more complex is a big part of the series' charm.
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