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June 17th, 2008, 10:02 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
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Re: #knownfeature and maps; aka \"the Disappearing
I have used it as a fun feature though. To randomly scatter magic sites. Or set the .map file to fill in certain locations that appear special on the map with sites that were not fantastic but abit of use, just to make sure that location was maxxed out with 4 sites. Since the game re-randomized each time I played, the results were different each time but always ended up four. Sometimes the game put 4 randoms there. Sometimes 3, and one of my fills would kick in. Sometimes 2 randoms and 2 of my fills would kick in.
Hmmm I dont remember. I wonder if the random equipment command for commanders work the same way on maps
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June 17th, 2008, 10:42 AM
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First Lieutenant
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Re: #knownfeature and maps; aka \"the Disappearing
#randomequip works on map edits. I have not had any success using it on dm files though.
I love magic and gems and always edit my maps to #features 100. I would estimate that 3/4 of all provinces get 4 sites that way.
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Men do not quit playing because they grow old; they grow old because they quit playing.
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June 17th, 2008, 11:30 AM
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National Security Advisor
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Re: #knownfeature and maps; aka \"the Disappearing
Quote:
Edratman said:
#randomequip works on map edits. I have not had any success using it on dm files though.
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It's a mod-only command, but I think Gandalf was thinking of #additem. I'm not sure which is read first. Perhaps they are executed in order they are given?
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June 17th, 2008, 11:34 AM
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First Lieutenant
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Re: #knownfeature and maps; aka \"the Disappearing
I cannot say. I have never combined them on a commander.
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Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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June 17th, 2008, 12:09 PM
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Shrapnel Fanatic
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Re: #knownfeature and maps; aka \"the Disappearing
It gets confusing when map commands are so close to mod commands. But yes, it seemed to be a map discussion so I didnt mention it as a map thought.
If #knownfeature will add to the items already randomly added, then does #equip follow #randomequip? Does the order matter? I seem to remember using #equip to gaurantee a specific item, then follow it up with #randomequip to fill out the commander and make it interesting each time the map was played. But if #randomequip came first, then would #equip simply give the items IF there was that slot still left?
Sorry. I tend to think it hacker mode. Every bug is a feature waiting to be discovered.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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June 17th, 2008, 12:50 PM
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First Lieutenant
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Join Date: May 2007
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Re: #knownfeature and maps; aka \"the Disappearing
I've got a dozen maps at home with commanders having one or the other command. No problem to run a couple of tests tonight. I'll #equip an unique armor and test away.
BTW, if you use #randomequip 4 on a mage with 4 or 5 paths, you get an insane number of gems. There is a strong relationship between path strength and number of gems acquired this way, but like many other things in the game, there is a significent randomness also.
I made a flying mage with 4 paths across the board to play with site searching. When I #randomequipped 4 this chap he would often get 100+ gems and slaves.
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Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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June 17th, 2008, 03:24 PM
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Corporal
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Re: #knownfeature and maps; aka \"the Disappearing
Quote:
Gandalf Parker said:
I have used it as a fun feature though. To randomly scatter magic sites. Or set the .map file to fill in certain locations that appear special on the map with sites that were not fantastic but abit of use, just to make sure that location was maxxed out with 4 sites. Since the game re-randomized each time I played, the results were different each time but always ended up four. Sometimes the game put 4 randoms there. Sometimes 3, and one of my fills would kick in. Sometimes 2 randoms and 2 of my fills would kick in.
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That's really a brilliant idea Gandalf. I had always seen the feature/killfeature thing as a bit of a kludge, but now I see it as truly elegant. Thank you for that.
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