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September 21st, 2007, 12:46 AM
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Corporal
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Join Date: Oct 2006
Posts: 67
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Play-test
I tried this nation today but commanders dont cast holy spells even when scripted - to see this start a new game and use the first commander to attack and script him to bless himself. He wont do it.
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September 21st, 2007, 05:21 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Play-test
That sounds like it might be a result of bless not working properly on undead, unless the nation has a hidden #undeadnation or #unholy tag, which Sanguinia doesn't.
There's a hotfix available in the Black Tome of thingjig mod, made by Dr P.
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September 29th, 2007, 04:45 PM
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Corporal
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Join Date: Jan 2007
Posts: 111
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Play-test
So it was intentional that this nation shouldn't be able to bless?
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September 29th, 2007, 04:48 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Play-test
Quote:
seej said:
So it was intentional that this nation shouldn't be able to bless?
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No it's not. There's a bug which prevents undead from being blessed, it should be fixed in the next patch. Until we get the new patch, Download the hotfix http://www.shrapnelcommunity.com/thr...&Number=500877
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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January 17th, 2009, 03:44 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
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Re: New Nation: Sanguinia (Update v1.1)
I just downloaded this, and it seems like I have a very odd bug where I have all the Bogarus unique spells, but no other overlap. Also, this nation does have its own uniques right? I couldn't find any at all.
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January 17th, 2009, 04:28 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: New Nation: Sanguinia (Update v1.1)
I'm not sure what you mean by uniques. Nothing in the mod uses the unique tag.
The bug is that sanguinia uses the same nation number as Bogarus, since it was made well before Bogarus came out. It's easy to fix.
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January 17th, 2009, 06:52 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
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Re: New Nation: Sanguinia (Update v1.1)
Well I was just a little surprised that the nation didn't have any of it's own spells. If it had the same number wouldn't it have the Bogarus recruitables too? Thats what was puzzling to me, I got all the spells but none of the recruits.
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January 17th, 2009, 07:20 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: New Nation: Sanguinia (Update v1.1)
no the game places bogarus and give that nation number all those spells, the mod probably clear the nations recruits etc but unless a spell is specifically names and then switched off they will still be there.
__________________
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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January 17th, 2009, 08:24 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: New Nation: Sanguinia (Update v1.1)
And no, Sanguinia doesn't come with any spells. They weren't a working feature when the mod was made.
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January 17th, 2009, 08:26 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
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Re: New Nation: Sanguinia (Update v1.1)
My bad then, thanks.
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