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  #11  
Old March 10th, 2010, 02:23 PM
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Default Re: A little modding help please

#noitem is a special command that gives just 2 misc slots.

If you want standard slots less the head, you'd use the command

#itemslots 31750

...and:

#itemslots 28672

...provides 3 misc slots only (per the table in the manual.)

Also - the #pathcost command in your posted code applies to pretenders (cost to add a new magic school at level 1) and does not have a "G" on the argument. For instance:

#pathcost 50

Would mean that it costs 50 points to "buy" a new school of magic for your pretender.

The weapon number for "Hoof" is 55. For a damage dealing "warhorse hoof", use 56.
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  #12  
Old March 11th, 2010, 07:05 AM
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Default Re: A little modding help please

Thanks guys, it all works now. Well done spotting my typos too.

I'll post the mod when I have it good and polished. Possibly by this weeked. The Adventurer King pretender is fun. Do you want to see it already? I still need to tweak the graphics a bit. Too bad there is no way to pull the sprites directly from the game, is there?
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  #13  
Old March 11th, 2010, 03:23 PM
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Default Re: A little modding help please

Ack! I've hit a few problems still.

I'm not managing to get the local defence right. What is the correct syntax? This is what I'm attempting.

#defcom1 240
#defcom2 241
#defunit1 18
#defunit1b 33
#defunit2 39
#defunit2b 2771
#defmult1 20

/edit oh wait, I need to add #defmulti1b #defmulti2 #defmulti2b and so forth.

Is the default also 20 of these.

def1 = militia (shields)
def1b = archers
def2 = heavy infantry
def2b = provincial cavalry <-- non standard unit, but very much indie grade

/edit 2

I also have a custom magic site at the capital province. Is there a way for me to pick the image shown?

Last edited by Adept; March 11th, 2010 at 03:34 PM..
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  #14  
Old March 11th, 2010, 04:32 PM
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Default Re: A little modding help please

Quote:
Originally Posted by Adept View Post
Ack! I've hit a few problems still.

I'm not managing to get the local defence right. What is the correct syntax? This is what I'm attempting.

#defcom1 240
#defcom2 241
#defunit1 18
#defunit1b 33
#defunit2 39
#defunit2b 2771
#defmult1 20

/edit oh wait, I need to add #defmulti1b #defmulti2 #defmulti2b and so forth.

Is the default also 20 of these.

def1 = militia (shields)
def1b = archers
def2 = heavy infantry
def2b = provincial cavalry <-- non standard unit, but very much indie grade

/edit 2

I also have a custom magic site at the capital province. Is there a way for me to pick the image shown?
Not sure what the default province defense is, but you seem to have found the right commands.

RE: custom site pictures, the pictures correspond to #path and #level values. Someone (Foodstamp?) posted an image with the mappings a while back...
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  #15  
Old March 11th, 2010, 04:41 PM
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Default Re: A little modding help please

I found an awesome tutorial and sprite dumps on the forum. Lovely work
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  #16  
Old July 4th, 2010, 10:46 AM
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Default Re: A little modding help please

Maybe one of you could save me time, guys, so I ask my question here :
I am trying to set a simple map for some tests. In province #50 I want to set a commander with some earth gems. Unfortunately, I'm unable to find the related command ^^. Can anyone point me to the clue ?
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  #17  
Old July 4th, 2010, 01:35 PM
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Default Re: A little modding help please

Quote:
Originally Posted by Herode View Post
Maybe one of you could save me time, guys, so I ask my question here :
I am trying to set a simple map for some tests. In province #50 I want to set a commander with some earth gems. Unfortunately, I'm unable to find the related command ^^. Can anyone point me to the clue ?
AFAIK, there is no way to grant gems to an AI unit with map commands. That said, it seems that the game will (sometimes?) give gems appropriate to the paths on a given map-placed AI commander.

You could perhaps achieve the desired effect by granting the unit a bloodstone...but you wouldn't have any control over the # of gems, and of course they'd get a +1E bonus.
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  #18  
Old July 4th, 2010, 02:53 PM
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Default Re: A little modding help please

OK, thanks for the tips !

BTW, the commander I want to set is one I will use for tests, it is not intended to be governed by IA. I worked around the problem by setting a magic site with a 5E gems income (the Forges of Ulm) in the province where my commander stands. But I may have missed something else because the spell he has to use (set with the #startspell command) fails to work :
- on turn 1, the spell is is the list of available spells but the mage does not want to cast it although he has the path for it
- on turn 2, the spell has disappeared form the list of available spells...

My test is an Epic Fail
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  #19  
Old July 4th, 2010, 04:44 PM
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Default Re: A little modding help please

Quote:
Originally Posted by Herode View Post
OK, thanks for the tips !

BTW, the commander I want to set is one I will use for tests, it is not intended to be governed by IA. I worked around the problem by setting a magic site with a 5E gems income (the Forges of Ulm) in the province where my commander stands.
Not sure what you're testing, but just having a magic site in the same province will not transfer those gems into the commander's inventory. For instance, note that your capitol's gem income goes into your magic item treasury, not into any commanders' inventory that happen to be in the capitol.

For that purpose (putting gems in your magic treasury), your gem producing site could be basically anywhere in your empire (as long as the site is a known site.)

BTW, one other way you could get gems into your commander's inventory (but it would affect *all* units of that type, not just the one commander) would be to mod the unit using the #gemprod command. In that case, they'll generate a set amount per turn.
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