PDA

View Full Version : Modding Manual Errata


Edi
June 30th, 2008, 05:46 AM
All right, modders! Heads up!

If there are any factual errors or other mistakes in the mod manual that you know of, list it here, along with the correction. Likewise, if there are any commands whose explanations are unclear, please list that command and why it is unclear. This is your chance to have this stuff ironed out and smoothed away for the next patch.

The reason for that being that Illwinter has asked to make the UORMM the official modding manual, so that's going to happen in the next patch. We've agreed that I'm going to do be responsible for adding entries for new commands and keeping the thing organized so Johan and Kristoffer can concentrate on adding new stuff without needing to worry about the final documentation.

The following things are already fixed for the next version:
Unit number range error
Nametype numbers, full and corrected list
Locmask table (has been correct in the UORMM since the beginning)
Table numbers in the document and their references in the text

If there's anything else there that needs attention, sing out. Use the 3.17 UORMM for first reference, as errata will be easier to do from that.

Sombre
June 30th, 2008, 07:19 AM
<font color="darkgreen">When setting defence for shields, the number you put in is the final defence bonus /after/ the enc malus has been applied. So if you put in #enc 2 #def 4 you will get a shield with parry 6, bringing the total def bonus to 4. That isn't clear in the mod manual.

Let me have a quick look for more.

For #size the doc says 1=hobbit but there are no hobbits in the game. It should probably say 1=hoburg or vaetti goblin or army ant or something.</font>

Sombre
June 30th, 2008, 07:24 AM
<font color="darkgreen">When it comes to #rcost it's probably worth mentioning that in dom3 basegame heavy cavalry have a set amount based on their barding, that when combined with #ressize 2 gives the 'formula' for cavalry resource costs. It's a different result from just letting them be size 3 and working the resource cost out automatically. I don't actually remember the exact base resource costs of different heavy cavalry. It's around 10 or so iirc.</font>

Sombre
June 30th, 2008, 07:26 AM
<font color="darkgreen">It's worth reminding people that #copystats will write over any changes to the unit written before it in the mod most obviously notably name and description, so it's almost always best to use it right after #newmonster.


#holy - the description of this command should use the word 'sacred' so people can find it using a ctrl-f search.

#animal - Should probably mention that animals get a malus to sieging.</font>

Edi
June 30th, 2008, 07:27 AM
Thanks! This is exactly the sort of stuff I meant. I'll see about fixing these when I get home. http://forum.shrapnelgames.com/images/smilies/happy.gif

Sombre
June 30th, 2008, 07:35 AM
No-one knows how to get #flightspr for spells working. It definitely doesn't use the same values as #flyspr for weapons.

Edi
June 30th, 2008, 07:38 AM
Thank you. That's then an actual bug, not merely an errata issue. I'll ask JK about that one.

Edi
July 2nd, 2008, 07:56 AM
Need to add that sprites should use magenta (255,0,255) as shadow color.

Edi
July 4th, 2008, 09:21 AM
Update/changelog:

Missing #name command added to Nation Modding (it had been lost at some point)
Mention of magenta (255, 0, 255) as shadow color added.
Cover page formatting

Still needs a table of Fort Numbers, but that's going to screw up the formatting something fierce unless forts get their own page in Nation Modding...