.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old July 4th, 2010, 01:35 PM
Stavis_L's Avatar

Stavis_L Stavis_L is offline
Second Lieutenant
 
Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
Stavis_L is on a distinguished road
Default Re: A little modding help please

Quote:
Originally Posted by Herode View Post
Maybe one of you could save me time, guys, so I ask my question here :
I am trying to set a simple map for some tests. In province #50 I want to set a commander with some earth gems. Unfortunately, I'm unable to find the related command ^^. Can anyone point me to the clue ?
AFAIK, there is no way to grant gems to an AI unit with map commands. That said, it seems that the game will (sometimes?) give gems appropriate to the paths on a given map-placed AI commander.

You could perhaps achieve the desired effect by granting the unit a bloodstone...but you wouldn't have any control over the # of gems, and of course they'd get a +1E bonus.
__________________
A nation mod I created:
Mistica: A Magocratic Police State
Micro-mods by me you might find useful:
Brainless Soulless - a fix for Life after Death/Ankh "exploit", Bogarus Scout Fix
Reply With Quote
  #2  
Old July 4th, 2010, 02:53 PM
Herode's Avatar

Herode Herode is offline
Second Lieutenant
 
Join Date: Feb 2007
Location: Chambéry (France)
Posts: 511
Thanks: 47
Thanked 19 Times in 14 Posts
Herode is on a distinguished road
Default Re: A little modding help please

OK, thanks for the tips !

BTW, the commander I want to set is one I will use for tests, it is not intended to be governed by IA. I worked around the problem by setting a magic site with a 5E gems income (the Forges of Ulm) in the province where my commander stands. But I may have missed something else because the spell he has to use (set with the #startspell command) fails to work :
- on turn 1, the spell is is the list of available spells but the mage does not want to cast it although he has the path for it
- on turn 2, the spell has disappeared form the list of available spells...

My test is an Epic Fail
Reply With Quote
  #3  
Old July 4th, 2010, 04:44 PM
Stavis_L's Avatar

Stavis_L Stavis_L is offline
Second Lieutenant
 
Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
Stavis_L is on a distinguished road
Default Re: A little modding help please

Quote:
Originally Posted by Herode View Post
OK, thanks for the tips !

BTW, the commander I want to set is one I will use for tests, it is not intended to be governed by IA. I worked around the problem by setting a magic site with a 5E gems income (the Forges of Ulm) in the province where my commander stands.
Not sure what you're testing, but just having a magic site in the same province will not transfer those gems into the commander's inventory. For instance, note that your capitol's gem income goes into your magic item treasury, not into any commanders' inventory that happen to be in the capitol.

For that purpose (putting gems in your magic treasury), your gem producing site could be basically anywhere in your empire (as long as the site is a known site.)

BTW, one other way you could get gems into your commander's inventory (but it would affect *all* units of that type, not just the one commander) would be to mod the unit using the #gemprod command. In that case, they'll generate a set amount per turn.
__________________
A nation mod I created:
Mistica: A Magocratic Police State
Micro-mods by me you might find useful:
Brainless Soulless - a fix for Life after Death/Ankh "exploit", Bogarus Scout Fix
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:01 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.