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  #1071  
Old June 25th, 2007, 10:40 PM
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Default Modding commands

Using the 'specialeffectalways' command doesn't seem to work. For example, when you use 51... you get morningstar as the effect.
Also, on a related note, are there plans to release all the available modding commands?
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  #1072  
Old June 26th, 2007, 12:12 AM
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Default Re: Modding commands

This isn't a bug as per say but rather an exploit - basically in a large late game a nation could easily overload another player's lab with crap items via messages making someone unable to construct items.

This could be fixed by making items from messages appear in your labs *after* forging or the lab size could simply be increased.

I haven't seen this but another player mentioned it and I would like it put up as an official bug/exploit.
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  #1073  
Old June 26th, 2007, 12:51 AM
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Default Re: Modding commands


Battlefield wide spell Growing Fury=1_nature does not work. Icon appears on top right of screen yet no units are affected.
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  #1074  
Old June 26th, 2007, 01:44 AM
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Default Re: Modding commands

Quote:
PurpleRhino said:
Using the 'specialeffectalways' command doesn't seem to work. For example, when you use 51... you get morningstar as the effect.
Also, on a related note, are there plans to release all the available modding commands?
Fixed in the next patch. The fix did not quitye make it to 3.08.
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  #1075  
Old June 27th, 2007, 04:47 AM
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Default Re: Modding commands

Magic sites which generate unrest continue to do so even after all the villagers are dead. I had a gold mine I wanted to tax at 200, so I killed off the peasants. A brigand lair in the same province bumped up the unrest even though the population is at zero.
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  #1076  
Old June 28th, 2007, 08:51 PM

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Default Re: Modding commands

Edit: Pointless post, removed
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  #1077  
Old July 7th, 2007, 11:47 AM
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Default Re: Modding commands

Roundup of issues added to the shortlist:
  • SPELL Growing Fury does not work. Icon appears on the top right of screen but no units are affected
  • SPELL Iron Will removes blessing from Shroud of the Battle Saint when cast. Tested on a non-sacred unit, not tested on sacred units and not tested on spell-blessed sacred units. Discussion thread here
  • MOD (monster) #reinvigoration does not work
  • BHV SITES General, Unrest Sites that cause unrest will cause positive unrest in provinces with 0 population unless taxes are set low enough to eliminate all unrest.
  • CBT Battlefield Spells Battlefield enchantments (e.g. Wrathful Skies, Darkness, Solar Brilliance etc) do not end when the mage who cast them leaves battlefield, even though they should.
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  #1078  
Old July 7th, 2007, 01:08 PM
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Default Ritual of Rebirth

Ritual of Rebirth works on Tartarians, they get reborn as giant mummies. Siddhas get reborn as Caelian mummies (which look cool) and since they start with an age of about 4k and the mummies maxage is 500, they get huge old age effects (this was reported before, I think).
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  #1079  
Old July 7th, 2007, 01:11 PM
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Default Re: Ritual of Rebirth

I'll take that one up with KO and JK. JK's not due back from India for two or three weeks, so it has to wait at least that long, since this is his territory.
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  #1080  
Old July 8th, 2007, 02:09 PM

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Default Re: Ritual of Rebirth

New bug i believe:

When sieging a fort, the sieging commander (happened with dryad if that matters) gets the option to perform a blood sacrifice in command list (though the temple naturally belongs to besieged).
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