|
|
|
 |

February 24th, 2004, 10:53 AM
|
Private
|
|
Join Date: Jun 2003
Posts: 47
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Modding questions for those who mod.
is not that bad even when disaster strikes - it says "nagot gik fel!" (special a in nagot) and quits if it encounters somethin illigal in the segment where you are entering orders and just plain quits if it encounters somethin illigal while hostng
it quits, it doesn't hurt much
at most you just can't use that save game anymore and have to start over
__________________
<img src=http://www.danasoft.com/sig/ alt= - /]
|

February 24th, 2004, 03:28 PM
|
 |
Lieutenant Colonel
|
|
Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: Modding questions for those who mod.
Ok, well I won't say I need 5,000 gems. I'll say I need as much gems as possible.
Is it possible to make a scenario where you own every single land except one province? (which is the province your enemy starts in)
I need to setup an enviornment where I can summon every single creature in the game.
So I can start out by doing this:
1. Start with every province.
2. Place magic sites on the map.
3. Start commanders in province with gems.
4. Start magic sites in home province
5. Have global enchantments cast.
6. Having a (free, if possible) rainbowmage with 4 of every path
Can you tell me which requires map modding and which requires game modding?
|

February 24th, 2004, 04:08 PM
|
 |
Corporal
|
|
Join Date: Jan 2004
Location: Virginia
Posts: 98
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Modding questions for those who mod.
1. Start with every province.
Easy, but ulimately fruitless as the game will end on turn 2. Much better to have a map where you own some large proportion of the sites but have indies in a number of others where your dominion won't overwhelm them for a number of turns.
2. Place magic sites on the map.
Again, fairly simple. You could even set it so you start with some ludicrous number in your home site.
3. Start commanders in province with gems.
As stated in the thread below.
4. Start magic sites in home province
Easy.
5. Have global enchantments cast.
Dunno if this can be at the start of the game.
6. Having a (free, if possible) rainbowmage with 4 of every path
Not tough.
You could also set it up so that certain spells are "pre-researched" for a particular nation.
|

February 24th, 2004, 05:46 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Modding questions for those who mod.
[quote]Originally posted by Argitoth:
Is it possible to make a scenario where you own every single land except one province? (which is the province your enemy starts in)
Yes easily done with an edited .map file
1. Start with every province.
Map commands
2. Place magic sites on the map.
Map commands
3. Start commanders in province with gems.
Map commands
4. Start magic sites in home province
Map commands
5. Have global enchantments cast.
Hmmm not map commands. Im not sure if even Mod can do that. You can declare the spells to be already available with map commands and just push fast to cast them in your first game and save the game file at that point.
6. Having a (free, if possible) rainbowmage with 4 of every path
Map commands
[ February 24, 2004, 15:49: Message edited by: Gandalf Parker ]
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|

February 24th, 2004, 10:17 PM
|
 |
Lieutenant Colonel
|
|
Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: Modding questions for those who mod.
Thank you everyone for answering my questions. I might come back with more questions after I have studied how to edit .map files.
|

February 28th, 2004, 10:00 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: Modding questions for those who mod.
#additem "[item name]": Gives a mage item to active commander
What do I do to add gems?
[ February 28, 2004, 08:38: Message edited by: Argitoth ]
|

February 28th, 2004, 05:01 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Modding questions for those who mod.
I havent found anything for that. Some units tend to be created with large amounts of gems, especially if you give them a "#randomequip 4"
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|