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Search: Posts Made By: sube
Forum: Scenarios, Maps and Mods February 17th, 2008, 11:03 AM
Replies: 6
Views: 865
Posted By sube
Re: Pointless unitfx?

Thanks for spotting the 2266 unit Foodstamp (however this did not solve the crash).

Apparently the problem was caused by #newmonster 2999, changing it to #newmonster 2996 (or whatever lower...
Forum: Scenarios, Maps and Mods February 16th, 2008, 08:23 PM
Replies: 6
Views: 865
Posted By sube
Re: Pointless unitfx?

Because i got a few beers too much - here it goes the code!
Forum: Scenarios, Maps and Mods February 16th, 2008, 07:11 PM
Replies: 6
Views: 865
Posted By sube
Pointless unitfx?

Hi there,

a mod i made seems to be causing a nagot gick fel! with "pointless unitfx" as explanation. The log.txt file claims a "Pointless unitfx for monster 3004 ()", but i'm pretty sure there's...
Forum: Scenarios, Maps and Mods August 7th, 2007, 05:35 PM
Replies: 3
Views: 824
Posted By sube
Re: Problem with shapeshifting

Llama's right, #magicboost 53 -3 did the job (thanks!)
Forum: Scenarios, Maps and Mods August 7th, 2007, 08:57 AM
Replies: 3
Views: 824
Posted By sube
Problem with shapeshifting

OK my problem is the following: I modded a unit1 which can shapechange into unit2 via the #shapechange command. Unit1 has F2B3, and unit2 has no magic paths. The result is that unit2 also gets F2B3,...
Forum: Scenarios, Maps and Mods August 2nd, 2007, 05:22 AM
Replies: 21
Views: 1,698
Posted By sube
Re: Modding reanimating priests

And also:

- #nodrain: this unit's research is not affected by drain scale (just like a Ulm smith)

- #patrolbonus is not yet implemented right?

- #seasonal <season>: unit gets extra hp during...
Forum: Scenarios, Maps and Mods August 1st, 2007, 06:02 PM
Replies: 21
Views: 1,698
Posted By sube
Re: Modding reanimating priests

A few more:

Nation modding:

- Only 5 heroes are enabled now (#hero1 ... #hero5), can it be extended to 10 (or whatever)? Heroes can be fun

- A command to mod the gcost for a nation temple...
Forum: Scenarios, Maps and Mods August 1st, 2007, 06:12 AM
Replies: 21
Views: 1,698
Posted By sube
Re: Modding reanimating priests

I agree on that, #copystats is needed and you just have to use it sometimes. I don't like it that much because it's an indirect way of modding, the code is much more clear and also more powerful when...
Forum: Scenarios, Maps and Mods July 31st, 2007, 09:37 AM
Replies: 21
Views: 1,698
Posted By sube
Re: Modding reanimating priests

Yep thanks, that confirms what i was suspecting - that reanimating is a property of the nation, not of the individual units (apart from demons and undead units). For instance, if i play as Ashen...
Forum: Scenarios, Maps and Mods July 31st, 2007, 06:00 AM
Replies: 21
Views: 1,698
Posted By sube
Modding reanimating priests

How can i mod reanimating priests? The only thing i found out is that a demon with holy powers can reanimate undead. But what about human priests?
Forum: Scenarios, Maps and Mods July 22nd, 2007, 11:26 AM
Replies: 21
Views: 6,723
Posted By sube
Re: 11nations mod

About dwarves: the name "bad dwarves" is not really serious actually, i was just being silly. "Dark dwarves" could be more more correct (i think i named the dm file darkdwarves.dm or ddwarves.dm)....
Forum: Scenarios, Maps and Mods July 18th, 2007, 04:46 AM
Replies: 21
Views: 6,723
Posted By sube
Re: 11nations mod

Ok, good point - i'll put it into my to do list. It's true that 2Hs don't show up too much in the comic, but they can still fit nicely into this dom3 adaptation
Forum: Scenarios, Maps and Mods July 16th, 2007, 08:59 AM
Replies: 21
Views: 6,723
Posted By sube
Re: 11nations mod

Btw the flashy graphics mostly comes from the fact that i tried to reproduce the art from the comic book, hence the flat whites, blues, reds etc. The non-BM nations are maybe a little less flat
Forum: Scenarios, Maps and Mods July 16th, 2007, 08:41 AM
Replies: 21
Views: 6,723
Posted By sube
Re: 11nations mod

Thanks for all the comments! I am really glad for any criticism i receive, no way i find this unpleasant. Having spent a lot of time on these mods, i am now too much into it and i may often fail to...
Forum: Scenarios, Maps and Mods July 15th, 2007, 06:24 PM
Replies: 21
Views: 6,723
Posted By sube
11nations mod

Hi there,

i've been developing quite a lot of mods since dom3 came out (actually, i spend much much much more time modding than playing), and since it does not cost anything to make them public,...
Forum: Scenarios, Maps and Mods July 11th, 2007, 10:26 AM
Replies: 3
Views: 1,014
Posted By sube
Re: Modding life drain

Oh i see, so the weapon id for life drain used as a weapon (like a vampire or a horror has) is the same as the id number for life drain used as a secondaryeffect? I'll give a try later on, thanks for...
Forum: Scenarios, Maps and Mods July 11th, 2007, 08:29 AM
Replies: 3
Views: 1,014
Posted By sube
Modding life drain

Anyone knows how to mod a life drain effect on a weapon? (like a wraithblade)
Haven't seen it listed in the secondaryeffect table on the modding manual, and my attempts at guessing the id number for...
Forum: Scenarios, Maps and Mods July 6th, 2007, 05:55 AM
Replies: 6
Views: 1,115
Posted By sube
Re: reinvigoration and leadership

Reinvig wasn't working for me either
Forum: Scenarios, Maps and Mods May 15th, 2007, 06:59 AM
Replies: 73
Views: 15,163
Posted By sube
Re: Rohan! version 1.01 (Hot Fix, balance changes)

A quick comment on res cost of mounted units: check the #ressize command in the mod manual, the way i understand it (also from some old threads) is that if you have a mounted unit you have to 1) use...
Forum: Scenarios, Maps and Mods April 14th, 2007, 06:19 PM
Replies: 10
Views: 1,201
Posted By sube
Re: Couple questions

Yep i did, and shows no reinvigoration for the units i modded with #reinvigoration 2 (or 20, or 30 or everything i tried)
Forum: Scenarios, Maps and Mods April 13th, 2007, 07:50 PM
Replies: 10
Views: 1,201
Posted By sube
Re: Couple questions

I tried #reinvigoration 30, but still the modded units (wearing a standard full plate) were getting quite tired
Forum: Scenarios, Maps and Mods April 13th, 2007, 01:51 PM
Replies: 10
Views: 1,201
Posted By sube
Re: Couple questions

Tried some tests, doenst really look like it's working... At least, i modded a huge reinvigoration, and yet the modded units were getting tired just as quickly as they would normally do
Forum: Scenarios, Maps and Mods April 13th, 2007, 08:12 AM
Replies: 10
Views: 1,201
Posted By sube
Re: Couple questions

k guys thx for the feedback! I'll check this #reinvigoration a bit better, and true - #aoe and #secondaryeffectalways kind of don't work in many cases
Forum: Scenarios, Maps and Mods April 13th, 2007, 05:24 AM
Replies: 10
Views: 1,201
Posted By sube
Couple questions

I have 2 questions on, well, modding:

1) is #reinvigoration broken? Searched the forums for it but havent found any mentions, so either nobody tried it out, or those who did got it working. I am...
Forum: Dominions 3: The Awakening March 25th, 2007, 02:36 PM
Replies: 289
Views: 17,225
Posted By sube
Re: Kristoffer\'s encouragement thread

This has already been pointed out somewhere else by several people, but just as a reminder... There's currently a limit cap of ~110 new sprites for mods, game crashes if there are more than 110. Can...
Showing results 1 to 25 of 73

 
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