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				March 21st, 2009, 07:50 AM
			
			
			
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				 Re: Modding shortlist 
 A button on the screen Goto would be *very* useful.
 After you press it, you enter the province #.  And then it centers the map on that province.
 
 Goto 24
 Goto 45
 Goto 96
 
 If you really wanted to make it neat, you could also use names
 Goto isle of Lch
 Goto Balbarian Swamps
 
 And if you wanted to make it super amazing, it would also work if you entered a commander name (cycling through all commanders / provinces  with the same name.
 
 Goto Halmyra.
 
 
 Very useful on large maps where you have no idea where the province is
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				March 21st, 2009, 07:56 AM
			
			
			
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 National Security Advisor |  | 
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				 Re: Modding shortlist 
 Hmm, I think this already exists, but I can't remember what the key is...
 Okay yep got it. Try pressing the # key.
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				March 21st, 2009, 08:16 AM
			
			
			
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				 Re: Modding shortlist 
 That's not a modding thing anyway, that's just a UI wish. |  
	
		
	
	
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				March 22nd, 2009, 10:13 AM
			
			
			
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				 Re: Modding shortlist 
 SOrry if this is the wrong thread...
 - A bug report: if you "#copyspr" the Jade Mask (which is restricted to one nation), any item you copy it to also becomes restricted (even if it has no such restrictions in the mod)
 
 And few requests, or votes for existing mod requests in future patches -
 - the ability to create sprites for #newitems
 - #onebattlespell for #newitems or #newweapons
 - #ritualspell for #newitems
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				March 22nd, 2009, 12:11 PM
			
			
			
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				 Re: Modding shortlist 
 So I've tried to implement overwriting national spells without success perhaps due to not knowing enough about modding.  Anyway I tried #selectspell 109 followed by #clear followed by the content of the new spell to #end.  I get a name2spell crash every time.  Any tips?
 Also it doesn't seem possible to force a spell number on creating newspells.  #newspell, unlike every other new mod object command, does not take a numerical unit id argument.  Just #selectspell 999 followed by the spell to #end doesn't show up in research.  This is OK as I can just count off 136 #newspells before overwriting national ones if I can ever get that to work.  Why?  Am I missing something?
 
 Currently one cannot play Mytheology/Antilarium + CPCS + Holy War even after removing the Antilarium GoR spells which seems like a reasonable desire... well, I really want to anyway.
 
 Apologies for hijacking the thread somewhat.
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				March 22nd, 2009, 12:59 PM
			
			
			
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				 Re: Modding shortlist 
 
	Quote: 
	
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					Originally Posted by pyg  So I've tried to implement overwriting national spells without success perhaps due to not knowing enough about modding.  Anyway I tried #selectspell 109 followed by #clear followed by the content of the new spell to #end.  I get a name2spell crash every time.  Any tips? |  You have to select them by name, not number. Which is a problem, because there may be more than one spell by the same name. Spells are being references by name, not number, everywhere, in the unit and item data as well. On the other hand, in your specific case, they should probably have the same restrictions, so if you chose to overwrite one of them, you'll probably want to overwrite all of them, and you should be able to do that if you change their names while doing so.
 
	Quote: 
	
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					Originally Posted by pyg  Also it doesn't seem possible to force a spell number on creating newspells. |  Correct. |  
	
		
	
	
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				March 22nd, 2009, 01:03 PM
			
			
			
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				 Re: Modding shortlist 
 
	Quote: 
	
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					Originally Posted by Psientist  - A bug report: if you "#copyspr" the Jade Mask (which is restricted to one nation), any item you copy it to also becomes restricted (even if it has no such restrictions in the mod) |  I was wondering where the restriction kicks in, because there's nothing in the item data. Thanks for reporting that it's done by sprite ID. How funky!    Some other things are tied in a strange way. For example, the Forbidden Light effect that raises Astral and Fire magic by 2 also draws in Horror assassinations. |  
	
		
	
	
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				March 25th, 2009, 02:02 PM
			
			
			
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				 Re: Modding shortlist 
 I still want to get moddable summoning magic sites. All of them in vanilla are very weak. And getting some tough summoning sites would be great for mapmaker. |  
	
		
	
	
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				March 26th, 2009, 04:09 PM
			
			
			
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				 Re: Modding shortlist 
 
	Quote: 
	
		| Currently one cannot play Mytheology/Antilarium + CPCS + Holy War even after removing the Antilarium GoR spells which seems like a reasonable desire... well, I really want to anyway. |  I"ve posted an updated antilarium w/out the GoR spells... if they still conflict with Holy War or CPCS, it's probably unit/item number conflicts... |  
	
		
	
	
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				March 26th, 2009, 11:58 PM
			
			
			
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				 Re: Modding shortlist 
 
	Quote: 
	
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					Originally Posted by Psientist  
	Quote: 
	
		| Currently one cannot play Mytheology/Antilarium + CPCS + Holy War even after removing the Antilarium GoR spells which seems like a reasonable desire... well, I really want to anyway. |  I"ve posted an updated antilarium w/out the GoR spells... if they still conflict with Holy War or CPCS, it's probably unit/item number conflicts... |  Likely not, since neither CPCS nor Holy War: Divine uses any "numbers". They just add spells. But CPCS probably uses something like 70 spells slots, which is quite.. genereous portion of the available 136 slots.
 
I don't how many spells does Antilarium/ Mytheology add, but all of these mods (CPCS + HW: D + Antilarium + Mytheology) mentioned herein will probably go over the limit.
				__________________ 
				I have now officially moved to the  Dom3mods  forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
 
If you need to ask something about modding, you can contact me here .
See this thread for the latest info concerning my mods. |  
	
		
	
	
	
	
	
	
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