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Characteristics of the current spell path bug?
I have been doing a bit of modding lately and I noticed when I used nation slot 83 I came across a bug. The bug is different than what is listed in the patch notes, but I thought they may be related.
Instead of missing magic paths, I am getting ADDED magic paths to commanders and regular units for this nation number. I thought maybe it could be a unit number conflict, but the units spread out in the 2000-2100 range and then the 2200 range. Here is a snippet of code from one of the units: <font class="small">Code:</font><hr /><pre> #newmonster 2065 #spr1 "./nomads/nomadgriffin1.tga" #spr2 "./nomads/nomadgriffin2.tga" #name "Nomad Griffin" #descr "Arcanus Griffins refuse to be ridden by any man. (Truncated to not mess up code block)" #hp 16 #size 3 #ressize 3 #prot 0 #mor 13 #mr 12 #enc 3 #str 11 #att 12 #def 14 #prec 10 #mapmove 3 #ap 15 #gcost 0 #rcost 0 #armor "Full Leather Armor" #weapon "Light Lance" #weapon 237 #weapon 236 #wastesurvival #nametype 112 #flying #holy #mounted #end </pre><hr /> The bug causes the above unit to receive 4 astral, 4 blood, 4 earth.(Like the new Grigori units?) This bug happens no matter how many mods I have enabled, and only to this nation seated in slot 83. Have so many vanilla units been added that one possible occupies this slot? |
Re: Characteristics of the current spell path bug?
2065 is the number of the Grigori unit.
Units go up to 2082 as far as i know (Dom3_DB). Try to use something higher. |
Re: Characteristics of the current spell path bug?
Use modding numbers from 2300 upwards for monsters. The range limits are increased in the next patch by about 1000.
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Re: Characteristics of the current spell path bug?
Sigh, a lot of old units I need to move. But it's the price we pay for great new vanilla nations http://forum.shrapnelgames.com/images/smilies/happy.gif.
Thanks for the info guys! |
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