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				May 3rd, 2010, 12:56 PM
			
			
			
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 Colonel |  | 
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				 Re: Modding tips and tricks 
 
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					Originally Posted by Swan  Doesn't nextspell work only for already existing spells? |  No. Modded nextspells work fine. You're thinking of modded #onebattlespells, they don't work without a hack.
 
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					Originally Posted by Ragnarok-X  Weird. Apparently the spell does work as intended, summoning 12 units, 4+8. Whats funny is that the spells description only shows number of effects 4. Apparently subspells effects are calculated beforehand. |  No spell description shows the effects of a #nextspell, modded or otherwise. You should sneak information about the #nextspell to the description of the base spell.
 
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					Originally Posted by Atreidi  How do I script a ritual that will summon a random commander from a list?
 Do I just add more #damage commands for each different commander I want to be included in the random list? Is there a specific #effect command? TNX.
 |  You can't. The only way to mod one in is to overwrite all the summons of a vanilla spell. I did this for my "Byzantine Pythium" mod with overwriting the Grigori summoning spell of Hinnom and all of the Grigori. See my sig for a link to the mod and thus to the code example that lies within the nation .dm file.
 
Also, with Sombre and then me (eventually) gone from the forums, I'd like to state that IrC is a good place to catch us to ask modding questions or the new forums that sombre made.
				__________________ 
				I have now officially moved to the  Dom3mods  forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
 
If you need to ask something about modding, you can contact me here .
See this thread for the latest info concerning my mods. |  
	
		
	
	
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				May 3rd, 2010, 12:57 PM
			
			
			
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 Major General |  | 
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				 Re: Modding tips and tricks 
 I dont think random effects, like tartarian gate or crossbreeding are possible. |  
	
		
	
	
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				May 3rd, 2010, 01:25 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Modding tips and tricks 
 1)There is  a way to reduce the upkeep an unit costs? without making it holy, ofc.2)Can i make unit with a #forestshape and a #mouontainshape or is it limited to one?
 
                 Last edited by Swan; May 3rd, 2010 at 01:53 PM..
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				May 3rd, 2010, 02:29 PM
			
			
			
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				 Re: Modding tips and tricks 
 
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					Originally Posted by Ragnarok-X  I dont think random effects, like tartarian gate or crossbreeding are possible. |  ,,,,,,,,,,,,   |  
	
		
	
	
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				May 3rd, 2010, 02:34 PM
			
			
			
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				 Re: Modding tips and tricks 
 
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					Originally Posted by Swan  1)There is  a way to reduce the upkeep an unit costs? without making it holy, ofc.2)Can i make unit with a #forestshape and a #mouontainshape or is it limited to one?
 |  You could give the unit a  #plainshape that it shifts to after it's built that costs less.
 
You should be able to make a thing with multiple shapes as long as you are careful with your shapechange commands.
				__________________"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
 
                 Last edited by rdonj; May 3rd, 2010 at 02:42 PM..
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				May 3rd, 2010, 02:56 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Modding tips and tricks 
 
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					Originally Posted by rdonj  You could give the unit a  #plainshape that it shifts to after it's built that costs less.
 |  Looking in the previous pages of this topic i've found the firstshape "trick", i'll use it. 
#plainshape works only when you leave a forest, doesn't it?
 
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		| You should be able to make a thing with multiple shapes as long as you are careful with your shapechange commands. |  Do you know which terrains have a #shape option? |  
	
		
	
	
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				May 3rd, 2010, 03:25 PM
			
			
			
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 Corporal |  | 
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				 Re: Modding tips and tricks 
 
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		| #plainshape works only when you leave a forest, doesn't it? |  I think  it still works, even if not leaving a forest. Even if it doesn't, #landshape might .
 
Anyway, your goal would be served by the #firstshape trick of 'He Who Must Not Be Named'.
 
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		| Do you know which terrains have a #shape option? |  These are the only ones, as of now: 
#landshape <-> #watershape 
#plainshape <-> #forestshape |  
	
		
	
	
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				May 3rd, 2010, 03:28 PM
			
			
			
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				 Re: Modding tips and tricks 
 I believe that's all of them, yes.  I'd have to look in the manual to make sure there aren't any more.  That's not something I've worked with too much. 
				__________________"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
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				May 3rd, 2010, 03:35 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Modding tips and tricks 
 [quote=kennydicke;743709] 
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		| Anyway, your goal would be served by the #firstshape trick of 'He Who Must Not Be Named'. |  Sombre is/was You-Know-Who? Why noone told me? |  
	
		
	
	
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				May 3rd, 2010, 05:46 PM
			
			
			
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 Colonel |  | 
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				 Re: Modding tips and tricks 
 Did you know:- Popkill and leper only work on commanders.
 - A pretender with the changeshape commmand needs a higher monsternr for his second shape. Or it will not show up in the pretender list.
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