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January 24th, 2005, 09:39 AM
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Lieutenant Colonel
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Join Date: Jan 2004
Posts: 1,276
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Re: Yet More Mod Questions
Oooh thankee thankee thankee!
Sorry for my denseness -- but what is the commande for castle defense bonus and where can I find that?
And with the national troops -- ok, great. I am still slightly confused about that, perhaps you can help me?
- The nation I am doing will probably end up replacing Man or Pan (best thematically would be Mictlan, but their God choices would be wrong), so that means I would get, say, the Grove etc. as starting sites, and I could then recruit Pans. Then I would change the Pans etc. into the units I make. OK so far. But
- They will look wrong. (I was hoping to mod only existing monsters since I cannot draw worth dung.)
- I dont want this nation to have Pan's gem income, but rather a completey different one (namely: 2N 1a1f1e).
- Heroes: Does that mean I must choose the same number of heroes?
- Heroes question2: Can I find out those monster numbers? (Otherwise I would have to make a test game and host indefinately until all heroes showed up...)
THANKS SO MUCH!!
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January 24th, 2005, 10:59 AM
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Lieutenant Colonel
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Re: Yet More Mod Questions
Oh and one last thing I forgot: Can I mod a command "summons allies" and then specify the monster which it summons? (I hope so.)
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January 24th, 2005, 11:22 AM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
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Re: Yet More Mod Questions
You cannot mod the summoned allies AFAIK  .
You also can't mod new spells or new summoned monsters
Heroes-numbers can be found out in Edis unit_ID document  .
Use this for clearing sites :
12.25 #clearsites
Clears all start sites for this nation.
Then feel free to add as many sites as you want with this command :
12.26 #startsite “site name”
Adds a start site for this nation. Table 15 shows some
suitable start sites.
All sitenames can be found in Edis Sites.xls .
You have unfortunately to chose the national heros only , so you can't get more then the nation gets . I can't make 9 Nazgul heros for my mordor mod e.g.  .
And most evil you have to make unitgraphics . This is the part that takes longest . I am experimenting around there atm by testing various programs because paint is complicated because it can't save as targaformat afaik .
I can't draw neither but you should find with some patience somewhere fitting pictures of the new creatures you have in mind .
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January 24th, 2005, 11:31 AM
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Corporal
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Join Date: Oct 2003
Location: Finland
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Re: Yet More Mod Questions
Quote:
Boron said:
You have unfortunately to chose the national heros only , so you can't get more then the nation gets . I can't make 9 Nazgul heros for my mordor mod e.g. .
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You can have all 9 as heroes but only if you use Man's Knight of Stone. All nazguls then have identical stats. Man probably is not the best choice for Mordor...
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January 24th, 2005, 11:44 AM
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Lieutenant Colonel
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Re: Yet More Mod Questions
Thanks!
Can I rephrase yet again....
Look, I want to make at least 2-3 units recruitable in CAPITAL ONLY. So therefore, I need to give my nation a site in which I can recruit certain units, and then find those units and mod them, right? So I need to find a site which has the right *number* of recruitable units, but also the right number and type of gems, and mod that, right?? Is that possible?
thanks so much, boy am I bad at this, but I think the mod will end up being very good, if not quite so neat as I had hoped (since a lot of the goodies I wanted to do are not yet possible)
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January 24th, 2005, 12:41 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
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Re: Yet More Mod Questions
Quote:
tinkthank said:
Thanks!
Can I rephrase yet again....
Look, I want to make at least 2-3 units recruitable in CAPITAL ONLY. So therefore, I need to give my nation a site in which I can recruit certain units, and then find those units and mod them, right? So I need to find a site which has the right *number* of recruitable units, but also the right number and type of gems, and mod that, right?? Is that possible?
thanks so much, boy am I bad at this, but I think the mod will end up being very good, if not quite so neat as I had hoped (since a lot of the goodies I wanted to do are not yet possible)
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Yeah exactly . Some nations have sites which give only 2-3 units but no gems . So you should seek such a nation and keep this 1 site + add other sites for your wanted gems .
I downloaded today gimp and it is very good . It is for free so you should download it also to start making your units 
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January 24th, 2005, 12:53 PM
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Lieutenant Colonel
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Join Date: Jan 2004
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Re: Yet More Mod Questions
Thanks much.
I tried reposting, but the boards were down.
My problem is this: I have found the right combination of starting sites with the right number of units, but I cannot find out how to change the #spr1 and the #spr2 command for these units.
I mean this:
Let's say I take the Keep of Ulm -- it gives me 2 units, one a commander and one not, as capital only recruitables and no gems, great. So I take their numbers, mod them, and I'm all set.
BUT: I cannot find the .tgas for the units I want to replace them with!! I wanted just fairly simple horseman types, so I took the Red Guard as an example, because I REALLY CANNOT make new unit graphics, it will look just so crappy. So I cannot find where to have the #spr1 and #spr2 commands lead to. So the mod will work, but instead of mounted horsemen, I get Guardian-looking units.
Do you see my problem?
Since I cannot actually change the graphics, I thought I would use the game's existing ones. This works fine as long as I can select a monster which looks all right to me. This works well -- except for the nation's capital-only units.
So where can I find the .tgas? I searched the whole folder, but I dont see them!
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January 24th, 2005, 01:07 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Yet More Mod Questions
EDIT: I came late. New post follows soon.
- They will look wrong. (I was hoping to mod only existing monsters since I cannot draw worth dung.)
Neither can I. But I can copy a shield of Black Forest Ulmian, then paste it over general Infantry of Ulm's shield. And paste the bright crescent symbol over Black Knight's shield. And for Pangaea, you can probably use some of the Oceania pictures: they already are of the correct size and filetype.
Oh and one last thing I forgot: Can I mod a command "summons allies" and then specify the monster which it summons? (I hope so.)
Sorry, nope. If you could replace Mictlan, you would get their slaves and slave-animators. Their starting sites don't match with your gem income, however. And the pretender selection would be wrong, and on the other hand the "blood must be sacrificed" cannot be removed.
- I dont want this nation to have Pan's gem income, but rather a completey different one (namely: 2N 1a1f1e).
#clearsites, and many #startsite s. It might be hard to get both three capitol-only units and that gem income, so you probably have to change it a little. Forest of Avalon would give 3 nature gems and allow recruitment of one commander and two units, as an example.
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January 24th, 2005, 11:45 AM
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Corporal
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Join Date: Oct 2003
Location: Finland
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Re: Yet More Mod Questions
Quote:
tinkthank said:
Sorry for my denseness -- but what is the commande for castle defense bonus and where can I find that?
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I think there isn't any command for castle defence bonus.
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