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  #1  
Old September 28th, 2004, 03:20 PM

Zen Zen is offline
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Default Re: Modding command questions

Quote:
Boron said:
A few questions :
Item slot values :
- What is the number for 4 handslots ?
- Is it possible to give a unit 2 Bodyslots e.g. ?
At the bottom of the FAQ there is a series of numbers and how you apply them to get the slots you want. It smacks of binary, but what are you going to do?

Quote:

What is a rare event ?
I don't think anyone has ever documented what is a rare event and what isn't. Though the 500 Gold Event and the 1500+ Magic Item event are Rare I believe.

Quote:
Is it only 5% for luck + turmoil or 10% ? I remember reading that each point of luck / turmoil increases the chance of random events by 10% .
It's +5% for Both Turmoil (order is -5%) and for either Luck/Misfortune AFAIK (I haven't thought about Luck/Order scales in a while).

Quote:
Finally what is the exact difference from the game option setting rare vs. common events ?
Significantly reduces the number of events you recieve. Though this can be circumvented by having alot of provinces in which you quickly hit the 3 Maximum Events a turn.


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How do i mod a theme only ?
You cannot, and I don't think you ever will. You can mod units that are only accessible through a theme, but there is no way to mod a specific theme by application of the Nation modding Commands.
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Old September 28th, 2004, 04:17 PM
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Arryn Arryn is offline
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Default Re: Modding command questions

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Zen said:
Quote:
How do i mod a theme only ?
You cannot, and I don't think you ever will.
Why?
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  #3  
Old September 28th, 2004, 04:54 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Modding command questions

Apparently something to do with the fact that themes, and modding, were both worked into the game rather than being part of it when it was written. I think Johan called it "monkied in"? (a programmers term?) So the game and themes talk to each other all right, and the game and mods talk to each other ok. But mods and themes just dont seem to connect well so far.
Maybe Dom3
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Old December 18th, 2004, 08:27 PM
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ckfnpku ckfnpku is offline
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Default Re: Modding command questions

I am looking into the #luckevents command myself since I get the impression it doesn't have any effect.
Anyways, Zen mentioned a 3 events per turn cap. Is there a cap?

And what is your experience with the #luckevents command?
I set it to 999 and played 20 turns with 2 nations with 5 provinces each, both with luck3 scale, and didn't see noticably more events than normal. One had only luck3 scale, other had sloth3 turmoil3 magic2 also. The luck 3 only nation had noticably more events, in my estimation. Perhaps 1 event per turn on the one with many scales and 1.5 on the other.
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Old September 28th, 2004, 04:19 PM
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Boron Boron is offline
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Default Re: Modding command questions

Thnx Zen .

With the 4 hands i just ask because it is possible for the Nataraja . And i was thinking of perhaps creating a small demonish creature with 4 or even 6 arms if it is possible .

A few new questions :
-In Sp i hate rare events . So if i would mod #turmoilevents <percent> to > 33% , e.g. 50% , would that mean that with order 3 i get no random events at all ?

-Is there any way to remove a few "good" events ? I would love to remove the free militia event and a few other good events who actually HARM you .

-How do i make some units like daugthers of avalon not capitol only ?
There is #clearsites but this only removes the site but i can't find a way to edit a site .
If i use #clearrec and then #addreccom + #addrecunit does this remove being capitol only ?

Cause i think making e.g. daugthers + mothers of avalon or warlock aprentices not capitol only would be a good thing
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