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February 23rd, 2004, 08:03 PM
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Corporal
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Join Date: Jan 2004
Location: Virginia
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Modding Independants
I’ve been having fun with the mod commands, and I think there is enough depth to it that I can start my Big Honking Project, even if I can’t finish it without some of the upcoming features.
My question is about the “independent” nations that you set using the #poptype command.
What I want to do is create a set of ”native” populations to scatter across the map. These populations would have unique weaponry/specialties and then be placed using the #poptype command on the map.
For instance: say I wanted to create a special map/mod combination based pre-colonial North America.
It would be easy enough to mod up the player and AI races to correspond to a “fantasy” Version of the Apache or Cree. But what if I wanted to create a province inhabited by an “NPC” Hopi population complete with some special units that could be recruited only from that province by whomever controls it?
I hoped that if I modded the indie nations (for example, #25 is barbarians) using the #selectnation commands, I could then use the #poptype 25 command and get the modified stuff. In practice, I have not been able to get this to happen. Is it not possible, or am I inept?
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February 23rd, 2004, 09:03 PM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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Re: Modding Independants
you are better to use the standard scripting commands, like
#land xxx
#commander "your modded leader"
#units "your modded unit"
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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February 23rd, 2004, 09:29 PM
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Corporal
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Join Date: Jan 2004
Location: Virginia
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Re: Modding Independants
Placing a special unit in a particular province is trivial. What I want is to be able to recruit a particular unit from a particular province no matter who owns it.
I presume that when magic-site modding is enabled, this could be accomplished through that mechanic as a work-around. Being able to mod the #poptype candidates would be the ideal.
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February 23rd, 2004, 11:34 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Modding Independants
A simple but not entirely statisfactory way is to use an existing site.
Horses Vale allows recruitment of Horse brother and horse brother commander. It is a unique site.
Remake the horse brothers and you have a unit and a commander linked to a site.
PDF used this in his seleucid-arco-mod.
There are probably other sites that are equally useful. Lost vale of the elders (gnome). Castle arcanum (warriormage nbr 2). The trick is to find a reqruitable unit that is not used in the game otherwise. A troll pit would be bad as summoned trolls would be subjected to the mod, not only those recruited in the pit.
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February 25th, 2004, 02:39 AM
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Corporal
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Join Date: Jan 2004
Location: Virginia
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Re: Modding Independants
Thanks for the response - I was not sure if it was possible out-of-the-box; at least now I'll stop trying to find the proper combo of commands.
If you find yourself with copious free time (‘cause, you know, there haven’t been that many player requests, right?), you might consider adding the ability to mod or add new #poptypes.
In the meantime, I can do what I need with the existing tools, I reckon.
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