|
|
|
|
|
November 10th, 2006, 11:36 AM
|
|
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: New Nation: Teutanion
I suggest you test out LA Man. Chelms is a wonderful concept, full of wacky randoms on non-mage commanders that also happen to be good for leading armies, work well as spies, etc...
There doesn't seem to be a command for patrol bonus. You can still give it by copying (#copystats) something that has it, like a Forester of Man, or Eye of the Lord from Machaka.
|
November 11th, 2006, 04:42 AM
|
|
Sergeant
|
|
Join Date: Oct 2003
Location: Vienna, Austria, Europe
Posts: 234
Thanks: 62
Thanked 11 Times in 6 Posts
|
|
Re: New Nation: Teutanion
This is a very pretty mod.
|
November 11th, 2006, 09:23 AM
|
Private
|
|
Join Date: Nov 2006
Posts: 3
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New Nation: Teutanion
Hi. Thank you for a great mod. But can you please help me, I can't have both Bloddelves and Teutanion enabled at the same time. Why do these mods conflict? If I enable both mods I can only choose to play with Bloodelves and when I start a map they have all the Bloodelves AND Teutanion units recruitable.
Cheers, and keep up making awesome Nations.
|
November 11th, 2006, 12:50 PM
|
|
Captain
|
|
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
|
|
Re: New Nation: Teutanion
Thats because they both use the same nation number 70.
|
November 11th, 2006, 12:58 PM
|
Private
|
|
Join Date: Nov 2006
Posts: 3
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New Nation: Teutanion
Ok I see, thank you. But you use different factionnumbers for all you nation-mods Amos? And is the nation numbers unlimited, or is there a hardcoded limit?
|
November 11th, 2006, 04:03 PM
|
|
Captain
|
|
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
|
|
Re: New Nation: Teutanion
Edit the BElves.dm with the Notepad. Go to #selectnation and instead of 70 insert 74. That should solve the problem.
|
November 12th, 2006, 02:34 AM
|
Private
|
|
Join Date: Nov 2006
Posts: 3
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New Nation: Teutanion
Thank you! It worked.
|
November 12th, 2006, 07:40 PM
|
|
Sergeant
|
|
Join Date: Jan 2006
Posts: 216
Thanks: 0
Thanked 9 Times in 2 Posts
|
|
Re: New Nation: Teutanion
Endoperez, I'll give LA Man a thorough testing!
Amos & Raider, that will solve it until someone writes a good mod for nation number 74 that people want to use... Not really a big deal to change the one line to suit your individual tastes. Still, I wonder if anyone has started compiling the "used" spectrum of moddable numbers for Dominions 3 yet. I remember seeing a similar reference for all of the major Dom 2 mods to help modders and players in avoiding just these sorts of conflicts. I'll keep a note of the numbers I use in the readme files for my mods just in case someone wants to get on that...
|
November 13th, 2006, 07:04 PM
|
|
Sergeant
|
|
Join Date: Jan 2006
Posts: 216
Thanks: 0
Thanked 9 Times in 2 Posts
|
|
Re: New Nation: Teutanion (Update v1.1)
FYI, Teutanion has been updated to v1.1 to address some of the suggestions made here. Enjoy!
|
November 13th, 2006, 08:28 PM
|
|
Captain
|
|
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
|
|
Re: New Nation: Teutanion (Update v1.1)
Radier if you changed the nation number you lost the pretender for that nation. If you want the pretender back, go to #restrictedgod of the last monster and change it to the number of the nation (74).
Sorry for hijacking your thread Zepath.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|