.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $8.00
winSPWW2- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #21  
Old September 21st, 2007, 12:46 AM

DireAussie DireAussie is offline
Corporal
 
Join Date: Oct 2006
Posts: 67
Thanks: 0
Thanked 0 Times in 0 Posts
DireAussie is on a distinguished road
Default Re: Play-test

I tried this nation today but commanders dont cast holy spells even when scripted - to see this start a new game and use the first commander to attack and script him to bless himself. He wont do it.
Reply With Quote
  #22  
Old September 21st, 2007, 05:21 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Play-test

That sounds like it might be a result of bless not working properly on undead, unless the nation has a hidden #undeadnation or #unholy tag, which Sanguinia doesn't.

There's a hotfix available in the Black Tome of thingjig mod, made by Dr P.
Reply With Quote
  #23  
Old September 29th, 2007, 04:45 PM

seej seej is offline
Corporal
 
Join Date: Jan 2007
Posts: 111
Thanks: 0
Thanked 1 Time in 1 Post
seej is on a distinguished road
Default Re: Play-test

So it was intentional that this nation shouldn't be able to bless?
Reply With Quote
  #24  
Old September 29th, 2007, 04:48 PM
Burnsaber's Avatar

Burnsaber Burnsaber is offline
Colonel
 
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
Burnsaber is on a distinguished road
Default Re: Play-test

Quote:
seej said:
So it was intentional that this nation shouldn't be able to bless?
No it's not. There's a bug which prevents undead from being blessed, it should be fixed in the next patch. Until we get the new patch, Download the hotfix http://www.shrapnelcommunity.com/thr...&Number=500877
__________________
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.
Reply With Quote
  #25  
Old January 17th, 2009, 03:44 PM

Trumanator Trumanator is offline
BANNED USER
 
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
Trumanator is on a distinguished road
Default Re: New Nation: Sanguinia (Update v1.1)

I just downloaded this, and it seems like I have a very odd bug where I have all the Bogarus unique spells, but no other overlap. Also, this nation does have its own uniques right? I couldn't find any at all.
Reply With Quote
  #26  
Old January 17th, 2009, 04:28 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: New Nation: Sanguinia (Update v1.1)

I'm not sure what you mean by uniques. Nothing in the mod uses the unique tag.

The bug is that sanguinia uses the same nation number as Bogarus, since it was made well before Bogarus came out. It's easy to fix.
Reply With Quote
  #27  
Old January 17th, 2009, 06:52 PM

Trumanator Trumanator is offline
BANNED USER
 
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
Trumanator is on a distinguished road
Default Re: New Nation: Sanguinia (Update v1.1)

Well I was just a little surprised that the nation didn't have any of it's own spells. If it had the same number wouldn't it have the Bogarus recruitables too? Thats what was puzzling to me, I got all the spells but none of the recruits.
Reply With Quote
  #28  
Old January 17th, 2009, 07:20 PM

Aezeal Aezeal is offline
Lieutenant General
 
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
Aezeal is on a distinguished road
Default Re: New Nation: Sanguinia (Update v1.1)

no the game places bogarus and give that nation number all those spells, the mod probably clear the nations recruits etc but unless a spell is specifically names and then switched off they will still be there.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
Reply With Quote
  #29  
Old January 17th, 2009, 08:24 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: New Nation: Sanguinia (Update v1.1)

And no, Sanguinia doesn't come with any spells. They weren't a working feature when the mod was made.
Reply With Quote
  #30  
Old January 17th, 2009, 08:26 PM

Trumanator Trumanator is offline
BANNED USER
 
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
Trumanator is on a distinguished road
Default Re: New Nation: Sanguinia (Update v1.1)

My bad then, thanks.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:05 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.