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-   -   Utility: Testmod/-map for combat tests/checking spells (http://forum.shrapnelgames.com/showthread.php?t=31720)

Boron November 9th, 2006 12:21 AM

Testmod/-map for combat tests/checking spells
 
1 Attachment(s)
I made this mod during the beta to be able to easier try out various lategame stuff.

I added 8 new monsters which generate gems and research points for you. Then i preplaced those gem generators on the glory of gods map for 2 predefined nations, i used early era niefelheim and mictlan. You can change these nations to any nation you want to test.

Those 2 nations start 2 provinces away each other.
They both have twenty 10-all path rainbows and enough gemgenerators to get 1000 gems of each kind each turn.
Also the gemgenerators generate enough rp to research all spells in 1 turn.

So in only a few turns you can try out almost anything you want to try out like testing how some AQs/Tartarians etc. with uniques work vs. a horde of uberblessed sacreds for example.

Installing:
Unzip, then put the .map file into your map subfolder and the .dm file in your mod subfolder.

Usage:
Start a new game on Glory of Gods Boron's testmap version in early era with Niefelheim and Mictlan.

If you want to use other nations to try out other nation specific summon spells for example just open the mapedit.pdf to find the nation numbers and then open glorytest.map. Search for specstart and owner and replace those nation numbers with the nations you want to try out instead.

Hope some of you find this mod useful, enjoy http://forum.shrapnelgames.com/images/smilies/happy.gif

CharonJr November 9th, 2006 06:02 AM

Re: Testmod/-map for combat tests/checking spells
 
Sounds good, thx http://forum.shrapnelgames.com/images/smilies/happy.gif

CharonJr

Endoperez November 9th, 2006 06:51 AM

Re: Testmod/-map for combat tests/checking spells
 
Heh. My testmod is much simpler. Wish to Alter 0, Astral 1, 1 gem, eidt .dm to copy & paste and change spell name when needed. Send Horror for Horror testing, Bind Demon Lord for testing them (it still doesn't age the caster), Call the Eater of the Dead, etc. Your is a bit more sophisticated. http://forum.shrapnelgames.com/image...ies/tongue.gif

calmon November 9th, 2006 07:01 AM

Re: Testmod/-map for combat tests/checking spells
 
Thanks, i had something equal in Dom2 and its very useful.

Funny:
Hosting my first turn took about 5 minutes on my laptop because i had a battle and each battleround needs 30 seconds.

Viewing the turn i saw that some randoms attacked my hundreds of Air1 commanders. Its quite fun to see when all the commanders cast Air Shield.

Maybe you should add a fortress so there can't be any battles.

Boron November 9th, 2006 01:34 PM

Re: Testmod/-map for combat tests/checking spells
 
Quote:

calmon said:
Thanks, i had something equal in Dom2 and its very useful.

Funny:
Hosting my first turn took about 5 minutes on my laptop because i had a battle and each battleround needs 30 seconds.

Viewing the turn i saw that some randoms attacked my hundreds of Air1 commanders. Its quite fun to see when all the commanders cast Air Shield.

Maybe you should add a fortress so there can't be any battles.

Good idea, updated the map, now those two provinces are fortified http://forum.shrapnelgames.com/images/smilies/happy.gif.

Shovah32 November 9th, 2006 03:37 PM

Re: Testmod/-map for combat tests/checking spells
 
Sorry to be a pain but is there any way you (or some-one else) could add a .zip file as well? my computer is allergic to .rar files...

Graeme Dice November 9th, 2006 03:37 PM

Re: Testmod/-map for combat tests/checking spells
 
Quote:

Endoperez said:
Bind Demon Lord for testing them (it still doesn't age the caster),

Is it supposed to? The demon lords are so unimpressive that I can't imagine why such a condition would be necessary. They can't even take on an AI army without expensive equipment.

Boron November 9th, 2006 03:41 PM

Re: Testmod/-map for combat tests/checking spells
 
1 Attachment(s)
Quote:

Shovah32 said:
Sorry to be a pain but is there any way you (or some-one else) could add a .zip file as well? my computer is allergic to .rar files...

No problem.
Attached as .zip to this post http://forum.shrapnelgames.com/images/smilies/happy.gif.
If it doesn't work post again, then i try something else, because i zipped it with a very old version of winzip because i find winrar more useful. So i hope it works, if not post again or pm me and i try to send it as email instead where you can attach the files directly too http://forum.shrapnelgames.com/images/smilies/happy.gif.

Shovah32 November 9th, 2006 03:50 PM

Re: Testmod/-map for combat tests/checking spells
 
Thanks alot boron

Boron November 9th, 2006 03:56 PM

Re: Testmod/-map for combat tests/checking spells
 
Np yw http://forum.shrapnelgames.com/images/smilies/happy.gif.

Shovah32 November 9th, 2006 05:12 PM

Re: Testmod/-map for combat tests/checking spells
 
I love this map, ive set up a horror catching factory with 3 archangels who have wished for power and have penetration and defensive items (i have captured umor eater of gods, the eater of dreams and KURGI)

DominionsFan November 9th, 2006 06:11 PM

Re: Testmod/-map for combat tests/checking spells
 
Nice, thanks Boron. ^^

PDF December 28th, 2006 08:53 PM

Re: Testmod/-map for combat tests/checking spells
 



It doesn't work with 3.04, nations id have changed (Ermor 1 Ulm 2 instead of 7 and 17)...
Even with that changed the gem generator mod doesn't work for me, there may be a problem with monster id 1801-1805, I thought there were only 1760 or so !

Boron did you have an update or can you just tell how to change it ?

Edit : -- FORGET IT it works Ok, I don't know what I did to make it buggy last time http://forum.shrapnelgames.com/images/smilies/wink.gif --

Uh-Nu-Buh January 2nd, 2007 10:42 PM

Re: Testmod/-map for combat tests/checking spells
 
Many thanks Boron!

Argitoth April 11th, 2008 10:15 AM

Re: Testmod/-map for combat tests/checking spells *DELETED*
 
Post deleted by Argitoth

Endoperez April 11th, 2008 01:49 PM

Re: Testmod/-map for combat tests/checking spells
 
Go to the screen where you see your gem reservers (F7 or something). While there, you can press the "pool" button next to the type of gem; it will pool all gems from all commanders in provinces with lab.

What have you tried to summon? Are you sure it isn't appearing as units (e.g. Tartarians).

Argitoth April 23rd, 2008 03:22 AM

Re: Testmod/-map for combat tests/checking spells
 
Quote:

Endoperez said:
Go to the screen where you see your gem reservers (F7 or something). While there, you can press the "pool" button next to the type of gem; it will pool all gems from all commanders in provinces with lab.

What have you tried to summon? Are you sure it isn't appearing as units (e.g. Tartarians).

omg... what the heck, I thought I deleted the post you just responded to. I just came back to re-download the map and I noticed my stupid post was still here.

gonna delete it now.


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