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  #1  
Old June 7th, 2004, 08:27 AM

msew msew is offline
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Default Modding Pretenders

0) Does anyone have an example modification of a pretender?

1) can you remove powers from units? If so, what is the syntax?
-so far I have only found the #clear command, which nukes the entire unit's data including which race it belongs to. (in this case it was a pretender)


~msew
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  #2  
Old June 7th, 2004, 10:41 AM
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Arralen Arralen is offline
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Default Re: Modding Pretenders

from Topic: Dominions II Modding Projects
Arralen's Sidhe Goddess Mod - Modifies the Man Pretender Mother of Tuatha to a more combat oriented Pretender appropriate for the Last of the Tuatha Theme
http://www.shrapnelgames.com/cgi-bin...;f=74;t=001625
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  #3  
Old June 7th, 2004, 10:49 PM
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PvK PvK is offline
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Default Re: Modding Pretenders

0) My Warrior King of Ulm and Avatar of Ulm mods show examples of this, too.

1) From memory, I think it's #clearmagic.

PvK
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Old June 8th, 2004, 11:28 AM

Tenryu Tenryu is offline
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Default Re: Modding Pretenders

Here are a couple of examples:

Number One:

#modname "NatarajaModdedGod"
#description "To grind your enemies beneath your feet and hear the lamintations of their women!"

#icon "NatarajaModdedGod.tga"
#Version 1.0

#selectmonster "Nataraja"
#name "Nataraja"
#descr "To grind your enemies beneath your feet and hear the lamintations of thier women!"
#ap 25
#mapmove 4
#hp 180
#prot 16
#str 20
#enc 0
#att 15
#def 15
#prec 16
#mr 20
#mor 30
#pathcost 10
#startdom 4
#standard 15
#ambidextrous 6
#amphibian
#ethereal
#flying
#heal
#immortal
#magicskill 8 5
#regeneration 10
#restrictedgod 6
#end

Number Two:

#modname "ArchmageModdedGod"
#description "I am sooo cool!not."

#icon "ArchMageModdedGod.tga"
#Version 1.0

#selectmonster "Arch Mage"
#name "Arch Mage"
#descr "I am sooo cool!not."
#clear
#ap 28
#mapmove 3
#hp 12
#prot 0
#size 3
#str 12
#enc 1
#att 13
#def 10
#prec 16
#mr 20
#mor 30
#gcost 0
#pathcost 10
#startdom 4
#weapon "Quarterstaff"
#ambidextrous 4
#ethereal
#forgebonus 50
#illusion
#immortal
#stealthy 20
#magicskill 8 5
#itemslots 32006
#restrictedgod 6
#expertleader
#end

Number Three:

#modname "WyrmModdedGod"
#description "A One-worm army."

#icon "WyrmModdedGod.tga"
#Version 1.0

#selectmonster "Wyrm"
#name "Wyrm"
#descr "A One-Worm army."
#ap 28
#mapmove 3
#hp 260
#prot 26
#size 6
#str 25
#enc 1
#att 20
#def 22
#prec 20
#mr 22
#mor 30
#gcost 0
#pathcost 10
#startdom 4
#amphibian
#ethereal
#eyes 4
#fear 7
#forestsurvival
#illusion
#immortal
#stealthy 20
#magicskill 8 5
#itemslots 62208
#poisonres 100
#stealthy 20
#swampsurvival
#wastesurvival
#restrictedgod 6
#superiorleader
#goodmagicleader
#end

Some notes:
The "#itemslots" is semi-buggy. The numbers don't always give you what you expect.

It appears that some abilities "override" or replace others if put on the same critter. If you mess around with it, you'll see what I mean.

I try to avoid using "#clear" as it wipes everything. Which means, not only do you sometime lose very cool abilities that you can not "readd" , but that you must be VERY CAREFUL to make sure that you rescript ALL the monster values or they will default to some wierd values in places. The best way to do this if you must, is to look at the unmodded critter and note all its base values, abilities, weapons, etc,( like, is it mounted).

The modding is actually pretty easy once you get the hang of it. If you really want kick butt in a single player game add "#regeneration" 10% to 25% to the Wrym or the Naj.

Not sure if these "slip-through" the cheatdetect net in a multiplayer game or not, but if they do you'd suck for using them for that.

Happy modding.
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