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March 29th, 2007, 06:43 PM
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Sergeant
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Join Date: Jan 2007
Posts: 386
Thanks: 24
Thanked 5 Times in 5 Posts
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Re: More information, more questions....
LOL! You've been immortalized in digital form Gandalf.
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March 29th, 2007, 10:36 PM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: More information, more questions....
I couldn't resist:

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March 29th, 2007, 10:39 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: More information, more questions....
LAWL
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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March 29th, 2007, 11:19 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: More information, more questions....
AKK Ive been photoshopped! 
Hmmmm if I replace that guihead.tga with my cropped image...
That would be fun
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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March 29th, 2007, 11:26 PM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: More information, more questions....
Attached is the guihead.tga that I made and used to replace the original. (Remember to back up your original!)
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March 29th, 2007, 11:41 PM
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Sergeant
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Join Date: Jan 2007
Posts: 386
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O.K , O.K. back to the business at hand....
I must restore ordah' in my thread!
Alright then, working on my commander units and running into, not really trouble but difficulties with the mage types.
I get how to give a mage commander a starting magic ability, but how do I give him a random chance for magic skill as well. The mod document is a bit on the lite side of details. Or I'm just having trouble understanding it.
Hoping soon to post atleast the units and pretenders so other people can try it and give me feedback. I admit, I'm pretty much putting in random numbers for the attributes so I needs people with balance experience to check it out. Not now though, later.
A few more details I thought of:
I have a mage who start out with nature 1 (or 2, haven't really decided yet). He's a shaman so priestly, but I want a random chance of one elemental path of magic.
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March 30th, 2007, 01:51 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: O.K , O.K. back to the business at hand....
#custommagic <mask> is the command you're looking for. You can find a lot of precalculated masks as well as all the basic masks in the Unit DB. At present, there is no possibility of assigning linked randoms such as the MA Atlantean Kings of the Deep have, so each random pick will provide one level only.
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March 30th, 2007, 02:54 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: O.K , O.K. back to the business at hand....
Actually you can /sort of/ do linked randoms, in a limited way. For instance, you could make a unit that has a 100% chance of 1 level in fire and water. You could then put #magicboost set to all paths for a value of 1. That way you're mage would randomly be either a 2 fire or 2 water user.
I think. I haven't actually tested that, but I'm fairly sure it would work.
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March 30th, 2007, 04:14 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: O.K , O.K. back to the business at hand....
Hmm, hadn't thought of that. But wasn't #magicboost broken?
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March 30th, 2007, 06:05 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: O.K , O.K. back to the business at hand....
It's broken if you're looking to boost a specific path, not if you want to boost all of them at once (value = 52 or something). I have no idea why just boosting all paths works, but it does. It won't boost paths you don't already have /some/ skill in, which is why it can be used to come up with linked randoms. Sort of.
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