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March 15th, 2009, 12:08 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: Modding Help
Quote:
Originally Posted by Endoperez
Quote:
Originally Posted by Jazzepi
I think I'll just give them poison armor. It's not quite what I'd like, but it'll do. Maybe I'll give the nation a magic spell that buffs their units to explode. That could be even cooler
I'm having a strange problem. The units in this nation I'm working on are idealistically all suppose to start out at age 0, with a small final age, to represent the fact that they don't live very long.
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LA Agartha can create Flame Corpses, which explode on death. You might be able to use them somehow.
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No way
I'm going to check this out right now. Haha! They work. I used copystats and I got the explosion effect.
Is there any way to clear the undead/mindless/lifess/never heals/cold resistance 100 status from them? I tried using #clearspec and #clear but if I do that I lose the explosion part.
Looks like I can just give them -100 cold resistance after doing the copying, but I'm stuck with the undead junk
Maybe I can fit it into the nation's theme
Jazzepi
Last edited by Jazzepi; March 15th, 2009 at 12:26 PM..
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March 15th, 2009, 01:13 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: Modding Help
Quote:
Originally Posted by Jazzepi
Is there any way to clear the undead/mindless/lifess/never heals/cold resistance 100 status from them? I tried using #clearspec and #clear but if I do that I lose the explosion part.
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You can't get rid of all tags. That's why I wasn't sure you could use them. IIRC, there's no way to make a 0-hp secondshape that dies instantly. There might be some clever way to make a monster die instantly on the battlefield.
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March 15th, 2009, 02:52 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
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Re: Modding Help
I just figured something out. I was using the vomit attack and attaching an AoE command. I thought that the AoE command would mean that anyone getting hit by the AoE would also suffer the #secondaryeffectalways.
Not true! Only when the projectiles hit their targets does the secondary effect fire.
So what I've done to better simulate a bunch of opponents getting slimed is raised the firing rate so that the boomers get one big volley in to begin with and that's it.
Jazzepi
Last edited by Jazzepi; March 15th, 2009 at 03:14 PM..
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March 16th, 2009, 07:21 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: Modding Help
Yes, if you make an attack short-mid range (or str based range) with only 1 ammo and a high nreff, it can be very useful/interesting. Fire then engage.
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March 16th, 2009, 08:24 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
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Re: Modding Help
I have a strange problem. I'm trying to erase all the regular leadership from the national units.
I have one unit that has no magic and I do this.
1. I call the #noleader command in the unit's section.
2. I call the #okmagicleader command in the unit's section.
Now that unit has 0 regular leadership and 40 magic leadership. Exactly what I wanted.
I have these crest of the allspawns and they have magic as can be seen below.
The problem is I call the #noleader tag, and then the #expertmagicleader tag and the unit ends up with zero leadership in all three fields, which is not what I want.
Help?
Code:
#newmonster 2609
#copystats 2500
#copyspr 940
#name "Crest of the Allspawn"
#noleader
#expertmagicleader
#hp 15
#mr 17
#armor "Thick Slime"
#armor "Pair of Antenna"
#gcost 345
#holy
#magicskill 6 3
#magicskill 5 2
#custommagic 12800 100
#custommagic 12800 50
#custommagic 2048 50
#custommagic 2048 10
#end
I also have faceless lords that have some magic. I call the #noleader tag and then #goodmagicleader and they lose all their leadership as well.
Code:
#newmonster2606
#copystats 2501
#copyspr 521
#name "Faceless Lord"
#noleader
#goodmagicleader
#hp 70
#size 4
#holy
#mr 17
#mor 18
#gcost 350
#rcost 10
#armor "Thick Slime"
#map 2
#att 14
#str 18
#ap 10
#ambidextrous 5
#fear 0
#amphibian
#itemslots 28702
#magicskill 8 1
#magicskill 6 1
#magicskill 2 1
#magicskill 5 1
#custommagic 12800 100
#custommagic 12800 100
#custommagic 12800 100
#custommagic 12800 100
#weapon 701
#weapon 701
#weapon 701
#weapon 701
#maxage 100
#end
Is it possible I'm overflowing the leadership field amount, somehow?
Jazzepi
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March 16th, 2009, 08:59 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Modding Help
Leadership has always acted screwy. It used to be that you couldn't copystat units with 10ldr and give them 40ldr for some crazy reason.
So what you're describing doesn't surprise me. It's probably just another of these bugs.
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March 16th, 2009, 09:12 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
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Re: Modding Help
Sometimes, when I'm doing this modding stuff, I feel like I'm driving with the blood of a pedestrian on my windshield blocking the view.
It just keeps getting thicker, too.
Jazzepi
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March 16th, 2009, 11:51 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: Modding Help
Another strange problem.
#startfort 5
#defaultfort 11
#farmfort 26
#mountainfort 32
#forestfort 7
Those are my fort commands, but for some reason when I go to build a fort on a territory that says "forest" as its own terrain type, it tries to build the default swamp fort instead.
Jazzepi
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March 16th, 2009, 12:26 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Thanked 121 Times in 91 Posts
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Re: Modding Help
modding can be an exercise in patience.. I do suggest that after substantive changes, change the version number, unload the mod exit dominions, reload the mod.
That has fixed a lot of screwy behavior for me.
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March 16th, 2009, 01:17 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: Modding Help
Quote:
Originally Posted by chrispedersen
modding can be an exercise in patience.. I do suggest that after substantive changes, change the version number, unload the mod exit dominions, reload the mod.
That has fixed a lot of screwy behavior for me.
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Actually, all you need to do is exit out of your current instance of dom, and restart it. At least that's all I do, and it works :9
I have the note pad open, and I save the mod, then I reload dominions. My experience has been that it some things are set at start, some things are set at making a new turn (like hitpoints) and some things are set when the nation is loaded. There's a noticeable pause when the game loads with a slightly different mod file and it's reading it in again.
Jazzepi
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