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				January 26th, 2005, 04:15 AM
			
			
			
		  
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				Re: Yet More Mod Questions
			 
             
			
		
		
		
		Hm, thanks very much! 
I really dont want to mod too many units that can pop up in a game, and certainly none of the units which belong to other playable nations. Therefore I may und up sticking with modding TC, as odd as that will be. 
(I had wanted to do a nation of nomadic horse-worshipping plain-dwellers loosely based on the Dakota Oglala religion and culture as told by Black Elk; I wanted to give them a Fort Defense Bonus of -.5 or more, since they should be bad at defending castles, and one of their mage-priests as well as their scout should be able to summon eagles (black hawks are fine); I also wanted them to have a "tracking" ability, but that is out of the question; I also wanted to give their holy warriors mistform, but that is a no-go; for flavor, I think I will end up making their four elemental mage-priests shapeshifters (eagle, bear, serpent, horse). Almost all units of the nation are stealthy (0 to +5), almost all are mounted, almost all use shortbows, almost all have high morale, and almost all have exceptionally poor armor -- so without some sort of extra flavor and very good mages, I think they will end up being a fairly boring nation which no-one will want to play except stealth-lovers, bless-n-priest-lovers and tree-huggers.) 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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				January 26th, 2005, 05:46 AM
			
			
			
		  
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				National Security Advisor 
				
				
				
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				Re: Yet More Mod Questions
			 
             
			
		
		
		
		Maybe you should go for Pangaea. The sites aren't very fitting, but there are few very good reasons: 
Pangaea is currently a stealth nation, and has good, fast, "mounted" sacred units. 
Pangaean Heroine Harpy Queen auto-summons Harpies.  
Pangaea has multiple special summon spells in its "Carrion Woods" theme. That theme also has lots of units no other nation can get, although I don't think Manikin/Mandragora constuction spells can net you them.
 
By changing Harpies yo your Eagles you can easily get what you want. If you want to keep heroes, you can replace Pan and Maenads, and make Harpy Queen summon slightly better harpies or something entirely else. If you don't care about heroes, you can make Pan the scout (would only work in turmoil though), Harpy Queen the mage-priest that summons eagles, and Maenads and Harpies to the Eagles that would be summoned. 
You can either have Eagles replace Harpies in the recruit, or #clearrec and not add eagle/harpies. 
 
You can use Valley of the Horse Brothers as one of their starting sites, and replace Horse Brother commander with one of their commanders. They could turn out elsewhere, but that site fits your nation and Glowing Hill (Van in Dom:PPP, Daoine Sidhe in DomII?) already does this for other nation's special unit.
 
Also, please check   this post if you already haven't. It is Duncanish's idea about Indian nation: "I've been tinkering with a nation based roughly along the lines of various Native American nations. But, the fantasy twist, it's a nation of shapeshifters. Fans of the White Wolf book line, Werewolf: The Apocolypse will recognize all of these things, as it's drawn from their line. "  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				January 26th, 2005, 02:40 PM
			
			
			
		  
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				Re: Yet More Mod Questions
			 
             
			
		
		
		
		Hey, thanks for all of the help. 
I did check Duncanish's post -- I think we may want differing things.  
I am making little or no progress. I DLed Gandalfs handy spr1s, but when I open them, save them as .tgas and use them as references in my mod, activate the mod, and load up my nation to test, the game crashes with a NGF: bad tga. I may be creative enough but just too stupid for this.... 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				January 26th, 2005, 08:37 PM
			
			
			
		  
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				General 
				
				
				
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				Re: Yet More Mod Questions
			 
             
			
		
		
		
		Linux version is case sensitive. Make sure your tga's have the  name you give them in the .dm file. I try to avoid capitals as a rule of thumb. Mods made in windows doesn't suffer from this problem so several mods we have recieved had to be modified to be playable (by me that is). 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				January 27th, 2005, 09:28 AM
			
			
			
		  
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				Re: Yet More Mod Questions
			 
             
			
		
		
		
		Thanks very much, but I am doing this in windows, and that doesnt seem to be the problem. Since I dont understand why this isnt working, I am just using Potatomans Ashikaga graphics to test my mod.  
 
I obviously dont understand a lot -- but what seems particularly odd is that one of my new monsters, #2100, can be recruited, but it shows up as Chuddur Kadul, obviously somehow tied in with Atlantis/Ryleh. I dont understand why, so I changed the number to 2102 -- and it is still Chuddur Kadul, only that the graphics now takes some Marignon-looking fellow instead of the Ashikaga one it is supposed to refer to. No other mods are active.  
 
Does everyone else run into tons of little problems when doing this or is it me and my stupidity and computer-unfriendliness? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				January 27th, 2005, 11:49 AM
			
			
			
		  
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				Re: Yet More Mod Questions
			 
             
			
		
		
		
		Argh, can someone tell me what I am doing wrong? 
 
I am making the national summons, and already modded the Carrion Centaur 714 unit appropriately (works fine when I make him recruitable, which I did just to test, because I cannot summon him), but I cant get anyone to cast the darn spell. It will not show up in the list of spells that people can cast. 
 
#selectspell "Carrion Centaur" 
#school -2 
#path 0 1 
#path 1 0 
#pathlevel 0 1 
#pathlevel 1 1 
#fatiguecost 300 
#end 
 
Thanks much in advance. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				January 27th, 2005, 11:53 AM
			
			
			
		  
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				Re: Yet More Mod Questions
			 
             
			
		
		
		
		Could you post that bit of a code? That seems strange...  
 
And modding/scripting is closely related to programming, and only programming shows the computers' supidity better. They do what you tell them, and only that, probably with wrong result in the first version. Most problems can be solved easily (after you find the problem), and the rest can usually be solved for you. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				January 27th, 2005, 11:59 AM
			
			
			
		  
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				Re: Yet More Mod Questions
			 
             
			
		
		
		
		Did you test it with Pan cw theme to summon the spell ? 
Afaik this spell is carrion woods theme only so it could be possible that these few spells can't be modded correctly .
 
You can also as a 2nd test leave out the #school -2 line because the spell works this way already default .
 
If this doesn't work better wait for an answer by Johan or Kristoffer    
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				January 27th, 2005, 01:10 PM
			
			
			
		  
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				Re: Yet More Mod Questions
			 
             
			
		
		
		
		This should work just fine. Carrion Centaur now needs 1N1D caster and 3 nature gems. The spell is also specific for Pangaea now. 
 
#selectspell "Carrion Centaur" 
#school -2 
#researchlevel 10 
#path 0 6 
#path 1 5 
#pathlevel 0 1 
#pathlevel 1 1 
#fatiguecost 300 
#end 
 
If #school is set to -2 you must specify the nation with #researchlevel X -command where X defines the nation. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				January 27th, 2005, 01:13 PM
			
			
			
		  
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				Re: Yet More Mod Questions
			 
             
			
		
		
		
		With '#school -2' you have chosen the spell to be national. You still have to choose the nation! 
"9.4 #researchlevel 
Level of research required should be a number 
Exception: If the of the nation that has spell."
 
Add line '#researhlevel 10', and it should work.
 
edit: Heh, 3 minutes late...    
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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