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Old February 16th, 2010, 08:22 AM
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kennydicke kennydicke is offline
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Default Re: Cinggis Qayan, Wrath of the Khans

Gregstrom, once again Mein Freund!

Quote:
I think (and bear in mind that I haven't done this myself) that what you do is:

1 - edit existing national units. The game picks that up just fine.
2 - creating national spells = create normal spells then use the #restricted tab.
3 - For changing the nation itself, just #selectnation . Use appropriate commands to change what you want, and the game will overwrite existing nation data appropriately. Remember to drop in a #end when you finish changing things (this was always my weakest point when I did any coding), and all should be well.
It was long ago that I tried, and while I have a little experience in programming, and the modding language is superbly easy (whoever created it was a *true* genius), I couldn't make it work. If I ever get around to making my Machaka replacement releasable, I would try extra hard with help from my new *friends.* I suspect the final #end tag was the culprit. That attempt got deleted long ago however.

Quote:
A standard way to weaken late-game would be heavily restricting access to Astral, Death and Blood. The low MR on national troops should already help this along, as I imagine a Master Enslave would do truly horrible things to a Quyanate army.
Yeah, that was my fear. I hoped the MR would help some (and still think it should be 7-8 on most units for an even more obvious weakness). I also thought that Master Enslave could be horrid (along with magic duel against the mages) but I've never actually seen either spell be cast in SP, and can only assume people frequently use them in MP (they both seem very strong, in the right circumstances; circumstances that would be more common in MP, methinks). The Qayans have fairly limited access to blood and death (but good enough to make access perhaps too easy in lategame). So says I! They aren't Astral powerhouses, but are better than average (and probably better than that). Suggestions?

Quote:
Oh, and to whomever didn't like them having three survivals... (snippety)

I know I made a comment - my intent was more to register surprise than dislike. It does provide an exceptional level of mobility, which was presumably the intent.
I'm sorry Gregstrom, I didn't mean to come off that way. I was annoyed that I couldn't find who wrote it, not at the content. I didn't feel it was a bad question, or without merit. I just couldn't find where I read it and was too lazy to Ctrl+F. I will edit the post so that it seems less *anal.*
Edit: The time limit for editing was up! At least I apologized, though.

Quote:
I guess it's pretty much appropriate for what they did historically, although I can't claim expertise on the subject.
I will change it, if it's for the best. I would not claim expertise in any subject, but have a general knowledge of most and can remember pretty large chunks of data for short periods. I did about four hours of online research before starting the mod, which is mostly copied into a .txt file in my mods folder. I'm not a scholar by trade, but I am well read, well watched (History) and well versed in the subject of many ancient peoples/weapons/armors. I generally only spout stuff that is confirmed in at least two references (as per my college days).

Once again, I am sorry if I alienated you or anyone else with my pedantic ramblings, or sometimes curt comments. These are things I struggle with sometimes, and it does no good to hide from or lie about my shortcomings.

Thank you
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Last edited by kennydicke; February 16th, 2010 at 08:24 AM.. Reason: stupidity
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