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Old November 11th, 2007, 07:17 PM
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DemonSax DemonSax is offline
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Default Dark Vision

I'm trying to create a vanilla unit with dark vision 50, and Sombre helped work out a few things, but I'm still having issues.

The root issue seems to be that there is no #darkvision tag to assign dark vision to a unit. The work around is to use copy stats to steal it from a unit that already has it, but then you end up getting the rest of their attributes as well.

The first unit to steal from is 1010, but this will also give you magic and mountain survival. You can get rid of the magic with #clearmagic, but there seems to be no way to get rid of survival.

The second unit is 1447, but this unit has all three pieces of armor. You can get rid of all the units armor with #armor "nothing". But if you want the unit to just wear body armor and wield a two handed weapon, things don't work quite right.

If you just assign a two handed weapon, you'll get the weapon and keep the shield. You can also try and create a new monster that copies from 1447 and assigns #armor nothing, and they copystat from this new monster. But if you then assign body armor, the shield and hat come back.

Any more suggestions/ideas?
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Old November 11th, 2007, 09:21 PM

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Default Re: Dark Vision

He's right, my solution using dummy copystats doesn't seem to work too well as it turns out. For the skaven mod I hadn't realised my packmaster didn't actually have DV.

The other problem with copystatting 1010 is that you can't change the leadership 10 to #okleader of 40 for some reason. It just doesn't work. #goodleader, #expertleader and #superiorleader all work fine, but #okleader doesn't seem to work at all.

For the skaven mod I'll just copystat 1447, go #armor "nothing" then raise the natural prot on the unit I think.
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Old November 12th, 2007, 07:43 AM
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Default Re: Dark Vision

I'll be adding that to a request list.
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Old November 12th, 2007, 09:41 PM
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Default Re: Dark Vision

The lack of a darkvision tag was one of the biggest issues I had when I was making my mod.
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