.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old November 17th, 2010, 05:37 PM
Stavis_L's Avatar

Stavis_L Stavis_L is offline
Second Lieutenant
 
Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
Stavis_L is on a distinguished road
Default Re: Remove Curses and Horror Marks?

Quote:
Originally Posted by Zogundar View Post
So far I haven't been able to get the weapons to change at all. Weapon 0 isn't clearing the existing weapons, or changing them. I've tried listing as many as 7 weapons and the base weapons remain (At least in the debug mod I've been using.)

And removing items from the construction list doesn't seem to work either. :/

..and I can't get your mod to work. I tried it in the Aran map, but I didn't start in Province 1 (Which was land!) nor did I get unit 123.
*edit*
Oh, that's -map- modding. No wonder that last one didn't work.
Yah, the commander thing is for map modding. It's just so you can see your change easily.

Quick question - are you closing the game (the entire program, not an individual game session) in between modifications to your .DM file? Note that the program only reads the mods when it's starting, so if you change the mod after the program is started, it won't "notice".

Also - are you sure you've enabled your mod in the preferences menu?

If you try this:

Code:
#selectmonster 307 -- lesser horror
#weapon "nothing"
#weapon "nothing"
#end

#selectmonster 307 -- lesser horror
#weapon "claw"
#end
...does that change anything?
__________________
A nation mod I created:
Mistica: A Magocratic Police State
Micro-mods by me you might find useful:
Brainless Soulless - a fix for Life after Death/Ankh "exploit", Bogarus Scout Fix
Reply With Quote
  #2  
Old November 17th, 2010, 06:11 PM

Zogundar Zogundar is offline
Private
 
Join Date: Dec 2007
Posts: 29
Thanks: 1
Thanked 0 Times in 0 Posts
Zogundar is on a distinguished road
Default Re: Remove Curses and Horror Marks?

Quote:
Originally Posted by Stavis_L View Post
Quick question - are you closing the game (the entire program, not an individual game session) in between modifications to your .DM file? Note that the program only reads the mods when it's starting, so if you change the mod after the program is started, it won't "notice".

Also - are you sure you've enabled your mod in the preferences menu?
Yes and yes.

Quote:
If you try this:

Code:
#selectmonster 307 -- lesser horror
#weapon "nothing"
#weapon "nothing"
#end

#selectmonster 307 -- lesser horror
#weapon "claw"
#end
...does that change anything?
I'll have to test it. I have discovered that I haven't managed to get rid of the Horror Mark effect from Astral Claw with
Code:
#selectweapon 70
#secondaryeffect 0
#end
Maybe I'll try "nothing" instead of "0" when I try the other thing.
Reply With Quote
  #3  
Old November 17th, 2010, 07:03 PM

Zogundar Zogundar is offline
Private
 
Join Date: Dec 2007
Posts: 29
Thanks: 1
Thanked 0 Times in 0 Posts
Zogundar is on a distinguished road
Default Re: Remove Curses and Horror Marks?

Tested, didn't work (Although I used numbers instead of names for the latter.)

Example:

Code:
#selectunit 651
#weapon "nothing"
#weapon "nothing"
#weapon "nothing"
#weapon "nothing"
#weapon "nothing"
#weapon "nothing"
#weapon "nothing"
#end

#selectunit 651
#weapon 269
#weapon 63
#weapon 270
#weapon 70
#end
At first I thought the weapon changes worked, but I guess the Horrors were just unlucky/one-shotting their opponents. The Eater of Gods vs. some undead seems to be Horror Marking them just fine.
*edit*
Unless it has a special property where things that hit it get Horror Marked. I saw a command for that in the modding manual, but the database didn't mention any units that actually had such a property.
*edit2*
I think that's exactly what's happening. How do I get rid of THAT?
Reply With Quote
  #4  
Old November 17th, 2010, 07:09 PM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: Remove Curses and Horror Marks?

Have you clicked on the actual weapons to make sure what they do? Because there's a tag to cause a unit to horror mark things that attempt to attack it, which could be the culprit.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
Reply With Quote
  #5  
Old November 17th, 2010, 07:40 PM

Zogundar Zogundar is offline
Private
 
Join Date: Dec 2007
Posts: 29
Thanks: 1
Thanked 0 Times in 0 Posts
Zogundar is on a distinguished road
Default Re: Remove Curses and Horror Marks?

Well I don't think that's the case with the Eater of Gods.
Reply With Quote
  #6  
Old November 17th, 2010, 09:13 PM

Zogundar Zogundar is offline
Private
 
Join Date: Dec 2007
Posts: 29
Thanks: 1
Thanked 0 Times in 0 Posts
Zogundar is on a distinguished road
Default Re: Remove Curses and Horror Marks?

Oops, I'm retarded, I've been using #selectunit instead of #selectmonster. Still don't quite have that sorted out (Will need to do more testing now that the starting tag actually works.)

And of course I need to know about any hidden Horror Marking units or items that inflict the status upon attackers..
Reply With Quote
  #7  
Old November 18th, 2010, 08:05 PM

Zogundar Zogundar is offline
Private
 
Join Date: Dec 2007
Posts: 29
Thanks: 1
Thanked 0 Times in 0 Posts
Zogundar is on a distinguished road
Default Re: Remove Curses and Horror Marks?

Haven't quite gotten the unit weapons sorted out yet. Somehow experimenting with what weapons to give certain units, such as a Fist to a Lesser Horror,

Code:
#selectmonster 307
#weapon 92
#weapon 0
#end
works as intended. I can't tell you why
Code:
#selectmonster 651
#weapon "nothing"
#weapon "nothing"
#weapon "nothing"
#weapon 269
#weapon 63
#weapon 270
#weapon 70
#end
ALSO results in the unit having a single fist. I thought maybe this somehow happened due to me missing an #end tag somewhere but everything seems in order.

As for events, I've tried setting them to #eventisrare 0 (Does 0 work for #eventisrare?) as well as toggling events to be rare in the game settings (Is there a way to change the defaults for that?) and I still have units getting cursed along with other nasty events in the home province which I assume has something to do with the units that are there. Like the Abomination of Desolation. How exactly do units like this trigger events? Can I change the unit so it doesn't trigger them? (Although I'm not sure if there's a need to, can you actually summon these things so that they live in your provinces under normal circumstances?)
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:57 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.