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October 17th, 2007, 04:41 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: mod help
ok thanks for that.. is that also true for known feature commands?
and can you help me with the question above? how I get those races to work apar from the quotes around the god number? I can't find how I should do that in the files
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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October 17th, 2007, 06:02 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Thanked 153 Times in 101 Posts
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Re: mod help
If the Church, King and the City Guard aren't available (i.e. in another era), you can't choose them and can't be given them as a nation.
Are you sure you started as that nation, not as another nation in their capital? That is, is province 58 marked as #nostart?
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October 17th, 2007, 06:10 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Thanked 39 Times in 31 Posts
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Re: mod help
yes I think all province within the wall where marked nostart with the map editor (I must say.. I don't see that actual command anywhere how does the mapeditor use it?)
So basicly (as I asked in another thread) I MUST use the era those 3 nations I use as church king and cityguard are in? Could I place them in ALL era's then?
PS while checking on this I see a option for water races.. I guess I could disable them with a DM file with era 0 instead of enabling all other races right?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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October 17th, 2007, 06:32 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: mod help
You could put all nations you want to allow in one era, or disallow the nations you don't want to be used. #era 0 all water nations, and the three special nations - that should work.
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October 17th, 2007, 06:38 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: mod help
ah if I era 0 them that won't give a problem??
I feared that would give new errors because they wouldn't be allowed
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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October 17th, 2007, 06:48 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: mod help
I haven't actually tested that, but eras 1, 2 and 3 can coexist. If era 0 is identical, just left without a nation selection screen, it works fine.
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October 17th, 2007, 06:52 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: mod help
yes it seems to work indeed becuase I started (no tried to start a few games and the error that should give didnt'pop up (others did though)
could you please help me in my "city based map" thread?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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