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May 16th, 2008, 06:42 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Bad armor for monster - help please
Hmm... Did you create the sites after you had assigned them to the nation? If so, move the #newsite command before #startsite in the text file.
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May 16th, 2008, 11:16 AM
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Re: Bad armor for monster - help please
No, I created the sites before creating the nation. The mod ran when I replaced the numbers with names. I suspect that if I had mixed up which to create first, it would have crashed no matter how I entered the sites.
By the way, is there some limit on what items a recruitable unit can have? Or a way to copy the stats of existing items? I tried to give a commander Jade Armor, but when I ran the game, he had nothing on. When I tried giving him other magic items(Rime Hauberk, Rainbow Armor, Sword of Sharpness, Frost Brand are the ones I tried) he had them.
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May 16th, 2008, 11:57 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Bad armor for monster - help please
Some of the items don't actually show up in the game as equipment with the same name. I can't remember examples right now, but it's possible Jade Armor is actually "Jade Hauberk" or something else entirely.
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May 16th, 2008, 03:58 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Bad armor for monster - help please
Check the DB for the item names (BaseI table). You need to use those.
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May 17th, 2008, 02:54 AM
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Re: Bad armor for monster - help please
The database doesn't list an alternate name for the Jade Armor(or at least I couldn't find it).
I've duplicated the effects by creating a mundane armor with the same statts and giving the unit #onebattlespell, but I'm still curious about the reason behind this. I might experiment on it later on, but I suspect my attention shall be occupied by Age of Conan today.
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May 17th, 2008, 04:36 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Bad armor for monster - help please
#additem "Jade Armor" works perfectly in map files. That name is what you use when you mod the item. The DB also lists what armor it gives, which references an entry in the armor table, which happens to be armor #107, Jade Scale Armor.
So #armor "Jade Scale Armor" is the one you are looking for. Attention to detail is required when modding, specifically what name weapons and armor you get from items if you want to assign said things natively to units via mod.
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May 18th, 2008, 03:53 PM
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Re: Bad armor for monster - help please
#armor "Jade Scale Armor" gives the unit a Jade Scale Amor, id 107, not Jade Armor, id 176. Their base stats are identical, but Jade Armor is magical, providing quickness.
#armor "Jade Armor" is the line that did not work for me. The DB lists them as corresponding but, at least in my game, the Jade Scale does not provide quickness.
Because on a second read it looks very confusing - when in my previous post I mention creating mundane armor with the same statts I meant that I create the unit with an identical mundane armor(the very same Jade Scale Armor), and duplicate the quickness effect through #onebattlespell.
I apologise if I'm beeing to dense or too much trouble.
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