|
|
|
|
 |

June 30th, 2008, 07:24 AM
|
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Modding Manual Errata
When it comes to #rcost it's probably worth mentioning that in dom3 basegame heavy cavalry have a set amount based on their barding, that when combined with #ressize 2 gives the 'formula' for cavalry resource costs. It's a different result from just letting them be size 3 and working the resource cost out automatically. I don't actually remember the exact base resource costs of different heavy cavalry. It's around 10 or so iirc.
|

June 30th, 2008, 07:26 AM
|
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Modding Manual Errata
It's worth reminding people that #copystats will write over any changes to the unit written before it in the mod most obviously notably name and description, so it's almost always best to use it right after #newmonster.
#holy - the description of this command should use the word 'sacred' so people can find it using a ctrl-f search.
#animal - Should probably mention that animals get a malus to sieging.
|

June 30th, 2008, 07:27 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Modding Manual Errata
Thanks! This is exactly the sort of stuff I meant. I'll see about fixing these when I get home. 
|

June 30th, 2008, 07:35 AM
|
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Modding Manual Errata
No-one knows how to get #flightspr for spells working. It definitely doesn't use the same values as #flyspr for weapons.
|

June 30th, 2008, 07:38 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Modding Manual Errata
Thank you. That's then an actual bug, not merely an errata issue. I'll ask JK about that one.
|

July 2nd, 2008, 07:56 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Modding Manual Errata
Need to add that sprites should use magenta (255,0,255) as shadow color.
|

July 4th, 2008, 09:21 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Modding Manual Errata
Update/changelog:
- Missing #name command added to Nation Modding (it had been lost at some point)
- Mention of magenta (255, 0, 255) as shadow color added.
- Cover page formatting
Still needs a table of Fort Numbers, but that's going to screw up the formatting something fierce unless forts get their own page in Nation Modding...
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|