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Originally Posted by kennydicke
Also, if I could find out how to edit a nation, and not completely replace them, that would be real incentive. If memory serves, I tried a #copynation (or something) and couldn't get the changes to work. This was over a year ago.
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I think (and bear in mind that I haven't done this myself) that what you do is:
1 - edit existing national units. The game picks that up just fine.
2 - creating national spells = create normal spells then use the #restricted tab.
3 - For changing the nation itself, just #selectnation
. Use appropriate commands to change what you want, and the game will overwrite existing nation data appropriately. Remember to drop in a #end when you finish changing things (this was always my weakest point when I did any coding), and all should be well.
Quote:
Originally Posted by kennydicke
I had hoped for a strong early-mid-game, with an underpowered late-game. Kind of matching the fast rise, fairly lengthy status quo, and ultimately quick fall at the end (as both the Huns and Mongols are known for). Strong early game is a natch. It would probably be best for an average-strong mid-game and a fairly weak late-game. Suggestions anyone?
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A standard way to weaken late-game would be heavily restricting access to Astral, Death and Blood. The low MR on national troops should already help this along, as I imagine a Master Enslave would do truly horrible things to a Quyanate army.
Quote:
Originally Posted by kennydicke
Oh, and to whomever didn't like them having three survivals... (snippety)
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I know I made a comment - my intent was more to register surprise than dislike. It does provide an exceptional level of mobility, which was presumably the intent. I guess it's pretty much appropriate for what they did historically, although I can't claim expertise on the subject.