Quote:
Originally Posted by Swan
Quote:
Originally Posted by Foodstamp
I noticed you did not designate any start units assigned to the start commander. Also, some general game mechanic mod commands are contained in the nation, I think you misunderstood these to be nation modding commands.
They are:
#deathsupply 40
#nodeathsupply
#coldsupply 3
#coldincome 2
#unresthalffinc 25
#unresthalfres 50
#poppergold 75
Some of the above do not exist as modding commands period. Try commenting those out and assigning starting units (both types) to the start commander.
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This commands are in the mod manual, so they should be right. or these can be used only to modify existing nations?
and i wrote #startcom 2290 so these should not be the issue.
i'll try to eliminate the "£" symbol. <-- not the problem
i used copyspr, have i to put the already existing sprite in the venexia folder with other images?<-- yes i had to
problem fixed
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What Foodstamp means is that they are valid for modding the Game a whole, not valid for modding a particular nation.
Basically, #deathsupply, #coldsupply, #coldincome, #unreshalfinc, #unreshalfres, and #poppergold affect
all nations, not just the mod nation, so it's probably not valid to include the commands inside the #selectnation/#end brackets that define the modded nation. These should go way up at the top or at the very end of the mod (if you really want to use them.)
However, #nodeathsupply
is a valid nation mod command; it makes it act like Abyssia with regard to death scales.
And to Sombre - these are all documented in the 3.23 version of the manual under General Modding (except #nodeathsupply, which is in 13-3 Sites & Dominion.)
I expect you don't normally want to muck about with those tough, unless you're doing a global rebalance mod ala CBM.