View Full Version : Mod noob modder (simple) - is there a bug with scales?
Agarthan Raider
February 20th, 2009, 01:24 PM
hey everyone, this is my first post in this forum, but i've been playing this game for at least 2+ years, it is hands down the best game ever made period.
anyway, after months and months of saying "i'm going to mod this game someday" i've finally started.
i started with a real basic mod adding a few holy sites which seems to work great, however, one of my new sites is a magic scale increase to the province using "#decscale 5"
in my test game, everything on the surface appears to work. on the map, in the scales section of the province info with the +magic site, the province correctly reports a 3 magic rating. however, when i built a lab there and moved a researcher in, i did not receive the +2 research bonus i expected. it was a 4-researcher (Mictlan priest with 1-star xp) and i only received 4 rps instead of 6 rps. i verified this both in the cmdr view screen and the magic research screen. sux man.
any ideas?
thanks in advance.
lch
February 20th, 2009, 05:34 PM
Positive scales only work if you have dominion in the province. Is there a white candle in it?
Agarthan Raider
February 21st, 2009, 11:24 AM
yeah, that's gotta be it. i just checked it, and it is a neutral dominions site.
crazy! i had no idea that you can't benefit from positive scales unless you have dominion there. definitely makes sense, though.
thanx.
Endoperez
February 22nd, 2009, 04:43 AM
There is an actual bug with magic site modding: commanders added with #com will appear as a unit, not a commander. It will be fixed for the next patch, which will appear sometime in the future.
Are you doing the magic site for a spesific nation, or just for the fun of it? Because if you're doing random magic sites, I would like to incorporate them into the Magic Site Mod.
Agarthan Raider
February 22nd, 2009, 06:55 AM
oh okay, yes that is good information about the commanders appearing as a unit, thank you EP.
the mod i am doing is not specific to any nation. it is a random magic site mod. the idea is to get holy and blood magic sites out of the dominions gutter, to make it somewhat more rewarding for blood mages and priest site searching (for holy sites, i am concentrating on holy-2 sites since i feel lvl2 priests are somewhat under-utilized). thematically, i am basing it on the Ashlanders (from Morrowind).
i am still playtesting it and slowly tweaking it for balance and such, but yeah, for sure, once i feel it is ready to be shared, i'd be happy to hand it over to you for incorporating it into something larger.
Burnsaber
February 22nd, 2009, 08:15 AM
oh okay, yes that is good information about the commanders appearing as a unit, thank you EP.
the mod i am doing is not specific to any nation. it is a random magic site mod. the idea is to get holy and blood magic sites out of the dominions gutter, to make it somewhat more rewarding for blood mages and priest site searching (for holy sites, i am concentrating on holy-2 sites since i feel lvl2 priests are somewhat under-utilized). thematically, i am basing it on the Ashlanders (from Morrowind).
i am still playtesting it and slowly tweaking it for balance and such, but yeah, for sure, once i feel it is ready to be shared, i'd be happy to hand it over to you for incorporating it into something larger.
Sometime in the future, after I've updated Alugra, I'll be making a "Holy War" mod, which will bump priests and priestly magic in general. So, I could also be very intrested in extra holy sites, if you don't mind sharing them.
Agarthan Raider
March 4th, 2009, 12:48 AM
Sometime in the future, after I've updated Alugra, I'll be making a "Holy War" mod, which will bump priests and priestly magic in general. So, I could also be very intrested in extra holy sites, if you don't mind sharing them.
music to my ears! divine magic, some territory to explore there. no problem on sharing, i just need to make sure they are okay, i've taken a little hiatus on this because i got bummed with the #com command not working, kinda harpoons the desire to make a really cool thematic mod if you can't add custom commanders. will return to it, though!
Endoperez
March 4th, 2009, 04:55 AM
I didn't notice your reply few weeks back. :o
Magic Site Mod adds 24 Holy sites of various levels, many of them underwater. I'll update it soonish, and I'll change all level 4 Holy sites to level 3, so that each nation has at least one priest capable of finding them. Have you given any thought to this problem?
If you only use site numbers lower than 857, the two mods should work together without conflicts, even if we don't throw them together. How many sites, approximately, do you think you are going to add?
vBulletin® v3.8.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.