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  #51  
Old March 29th, 2007, 06:43 PM

BandarLover BandarLover is offline
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Default Re: More information, more questions....

LOL! You've been immortalized in digital form Gandalf.
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  #52  
Old March 29th, 2007, 10:36 PM
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Default Re: More information, more questions....

I couldn't resist:


Attached Images
File Type: jpg 508117-Gandom3.JPG (35.9 KB, 83 views)
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RanDom v2 - Map gen & Semirandomizer.
Province Editor - Custom province creation made easier.
God Editor - Custom pretender creation made easier.
Map Forge - Map editor
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  #53  
Old March 29th, 2007, 10:39 PM
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Default Re: More information, more questions....

LAWL
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BLAH BLAH BLAH BLAH NEXT TURN.
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  #54  
Old March 29th, 2007, 11:19 PM
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Default Re: More information, more questions....

AKK Ive been photoshopped!
Hmmmm if I replace that guihead.tga with my cropped image...
That would be fun
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  #55  
Old March 29th, 2007, 11:26 PM
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Default Re: More information, more questions....

Attached is the guihead.tga that I made and used to replace the original. (Remember to back up your original!)
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File Type: zip 508125-guihead.zip (2.2 KB, 67 views)
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Province Editor - Custom province creation made easier.
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Map Forge - Map editor
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  #56  
Old March 29th, 2007, 11:41 PM

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Default O.K , O.K. back to the business at hand....

I must restore ordah' in my thread!

Alright then, working on my commander units and running into, not really trouble but difficulties with the mage types.

I get how to give a mage commander a starting magic ability, but how do I give him a random chance for magic skill as well. The mod document is a bit on the lite side of details. Or I'm just having trouble understanding it.

Hoping soon to post atleast the units and pretenders so other people can try it and give me feedback. I admit, I'm pretty much putting in random numbers for the attributes so I needs people with balance experience to check it out. Not now though, later.

A few more details I thought of:
I have a mage who start out with nature 1 (or 2, haven't really decided yet). He's a shaman so priestly, but I want a random chance of one elemental path of magic.
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  #57  
Old March 30th, 2007, 01:51 AM
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Default Re: O.K , O.K. back to the business at hand....

#custommagic <mask> is the command you're looking for. You can find a lot of precalculated masks as well as all the basic masks in the Unit DB. At present, there is no possibility of assigning linked randoms such as the MA Atlantean Kings of the Deep have, so each random pick will provide one level only.
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  #58  
Old March 30th, 2007, 02:54 AM

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Default Re: O.K , O.K. back to the business at hand....

Actually you can /sort of/ do linked randoms, in a limited way. For instance, you could make a unit that has a 100% chance of 1 level in fire and water. You could then put #magicboost set to all paths for a value of 1. That way you're mage would randomly be either a 2 fire or 2 water user.

I think. I haven't actually tested that, but I'm fairly sure it would work.
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  #59  
Old March 30th, 2007, 04:14 AM
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Default Re: O.K , O.K. back to the business at hand....

Hmm, hadn't thought of that. But wasn't #magicboost broken?
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  #60  
Old March 30th, 2007, 06:05 AM

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Default Re: O.K , O.K. back to the business at hand....

It's broken if you're looking to boost a specific path, not if you want to boost all of them at once (value = 52 or something). I have no idea why just boosting all paths works, but it does. It won't boost paths you don't already have /some/ skill in, which is why it can be used to come up with linked randoms. Sort of.
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