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  #11  
Old June 12th, 2005, 10:17 AM
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Default Re: Modding: like this?

I would say Sky Smith is more a Titan than a mere mortal. That would mean that either Son of Niefel without a shield or a Titan with a hammer could be used as sprite with some recoloring. Or, if you do want to keep him as human, maybe resized Son of Niefel with different color would be enough.
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  #12  
Old June 12th, 2005, 10:20 AM
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Default Re: Modding: like this?

I was thinking more in the lines of one guy who made some strange thingy that spewed money and salt...
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  #13  
Old June 12th, 2005, 01:24 PM
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Default Re: Modding: like this?

Oh, *that* smith. I thought the Air part was more about forging the sky than having Air magic. He forged a warship, a crossbow and a magic cow before succeeding in Sampo, and crafted the golden bride, so I quess he is just a Rainbow mage with hefty Forge bonus.

I would go with Forge bonus 40 or 45, and possibly make him start with A1E1 and path cost 10.. Air is for forging the sky, Earth for forge bonus and mastery over steel, and the cheap paths give the option of going to almost any direction or item.

While you are at it, you might want to add the Great Songmaker, special version of the Hag that transforms not to werewolf but to huge bird, and possibly few others as well. I would have used them as heroes, though.

BTW, the Feller of the Tree would make an interesting hero. Stats of a Giant or Firbolg, spr1 of hoburg and spr2 of attacking Niefel or an axe-wielder of similar size...
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  #14  
Old June 12th, 2005, 01:39 PM
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Default Re: Modding: like this?

That high forge bonus would be too big in my opinion but E1A1 might be ok.

I've so far made one pretender, one hero, the special units and almost all commanders.
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  #15  
Old June 12th, 2005, 05:05 PM
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Default Re: Modding: like this?

Does anybody know the monnbr of the BW Ulm vampire summon? Also, I'd apreciate the monnbrs of some of their infantry and the two more heavily plated commanders.
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  #16  
Old June 12th, 2005, 05:13 PM
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Default Re: Modding: like this?

When inspecting a unit/commander, you can access all numbers by using Shift+I (I as in India, if you are like me and fail to see the difference between I, l, i and L)
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  #17  
Old June 12th, 2005, 05:41 PM
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Default Re: Modding: like this?

Use

#clearrec

after selecting the nation, and

#addrecunit nr

to add unit with unitnr 'nr' to that nation's recruit list.


However, if you really want to unit nrs of Ulmish units and commanders... here is that part of my Nation Replacement mods, or Nation Null Mods as there are other similar mods now:

#addrecunit 417
#addrecunit 67
#addrecunit 68
#addrecunit 71
#addrecunit 72
#addrecunit 73
#addrecunit 74
#addrecunit 75
#addrecunit 76
#addrecunit 77
#addrecunit 78
#addrecunit 79
#addrecunit 80
#addrecunit 69
#addrecunit 749

#addreccom 427
#addreccom 114
#addreccom 115
#addreccom 116
#addreccom 117
#addreccom 70
#addreccom 325
#addreccom 748
#addreccom 240

The Ulmish units, in the order they are in the recruitment screen, excluding those recruited from site (Guardian and Lord Guardian).
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  #18  
Old June 12th, 2005, 06:22 PM
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Default Re: Modding: like this?

Quote:
Alneyan said:
When inspecting a unit/commander, you can access all numbers by using Shift+I (I as in India, if you are like me and fail to see the difference between I, l, i and L)
Yeah, I know, but I can't arse myself to play BW Ulm to check it out.
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  #19  
Old June 13th, 2005, 03:41 AM
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Default Re: Modding: like this?

You do realise it would take approximatively two minutes (possibly less), Pretender creation included, right?
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  #20  
Old June 13th, 2005, 04:49 AM
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Default Re: Modding: like this?

Well yeah but I am laz...humm, time-efficient.
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