View Full Version : Broken commands?
sube
October 21st, 2006, 11:14 PM
Looks like #maxage and #siegebonus do not work for me, anyone has any experience with these?
If you managed to have them working, can you please post a piece of code that includes them, as an example?
Thanks!
Amos
October 22nd, 2006, 12:39 AM
They are broken. #older , #startage and #castledef as well.
Nerfix
October 22nd, 2006, 04:40 AM
#nratt
Foodstamp
October 22nd, 2006, 07:44 AM
I am not 100% sure on this one yet, some more testing needs to be done...
It seems like #custommagic doesn't work properly.
Assigning a 10% chance for a magic path did not seem to work over dozens of tries. Could have been badluck, so I was wondering if anyone else noticed or could verify this. If it is bugged, I am thinking it only works when someone assigns 100% chance to gain a random path.
Gandalf Parker
October 22nd, 2006, 12:20 PM
Im still testing but I really cannot get
--mapbcol
--mapsbcol
to work the way I think they should.
Amos
October 22nd, 2006, 02:24 PM
#secondaryeffect for custom weapons doesn't work. #aoe for custom weapons doesn't work. #fire,cold,shock for custom weapons doesn't work. #dt_demon doesn't work. #awe is -1 of what you assign. #prot on head armor is /2 of what you assign.
FrankTrollman
October 25th, 2006, 07:39 PM
Does anyone have a workaround for the complete fubar that is the maxage and startage commands?
As soon as you monkey with the magic on a unit it insists upon recalculating the unit's age and the ages it spits out are crazy (48 out of 48 for a character with no higher than a 1 in a magic path), and when you bust out any of the age modifying commands it gets really crazy (13 out of zero for example).
Argh.
-Frank
Amos
October 25th, 2006, 08:30 PM
Add #heal and/or a couple of nature magic to get higher max age.
Johan K
October 29th, 2006, 03:15 PM
Plenty of mod commands are fixed in the patch now.
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