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June 25th, 2007, 10:40 PM
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Corporal
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Join Date: Dec 2000
Location: Minnesota
Posts: 60
Thanks: 0
Thanked 0 Times in 0 Posts
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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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June 26th, 2007, 12:12 AM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
Posts: 1,712
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Thanked 3 Times in 2 Posts
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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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June 26th, 2007, 12:51 AM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
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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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There can be only one.
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June 26th, 2007, 01:44 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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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?
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Fixed in the next patch. The fix did not quitye make it to 3.08.
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June 27th, 2007, 04:47 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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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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Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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June 28th, 2007, 08:51 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Modding commands
Edit: Pointless post, removed
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July 7th, 2007, 11:47 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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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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July 7th, 2007, 01:08 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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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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July 7th, 2007, 01:11 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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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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July 8th, 2007, 02:09 PM
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Sergeant
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Join Date: Jan 2007
Location: Poznań, Poland
Posts: 340
Thanks: 1
Thanked 5 Times in 4 Posts
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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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