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  #1  
Old April 21st, 2005, 01:47 PM
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Endoperez Endoperez is offline
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Default Re: Null Item Mod

I see.

I had similar problem with the Nation Replacement, or Null Nations (which would suit it better now that there is Null Items and Null Spells) mod. Few magic sites of the base and special theme share same names. As an example, Caelum base and Caelum RoR have sites of the same name, but I cannot choose the RoR sites as starting sites.
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Old April 21st, 2005, 02:35 PM

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Default Re: Null Item Mod

Another little moddng issue I discovered, while we are on the subject, it is that it is impossible to edit the recruitable units for Rl'yeh costal forts. Well, you can edit the units (which also edits the units for underwater forts), but you cannot have more or less units than the original number.
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Old April 21st, 2005, 03:00 PM
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Default Re: Null Item Mod

I think you could mod some of them to be free but aquatic, so that they wouldn't be of any use. That might screw up the computer (=AI), though...
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Old April 21st, 2005, 03:28 PM

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Default Re: Null Item Mod

Quote:
Endoperez said:
I think you could mod some of them to be free but aquatic, so that they wouldn't be of any use. That might screw up the computer (=AI), though...
And look rather un-elegant.
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Old April 22nd, 2005, 03:25 PM
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Default Re: Null Item Mod

No significant change about selecting items by their weapon/armor number appeared in the updated modding manual. There is also no information on how to handle the Magic Staffs (aka Staff of Elemental Mastery), which share the same weapon number and the same name.
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