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  #1  
Old January 28th, 2005, 09:39 AM
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Boron Boron is offline
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Default Re: Yet More Mod Questions

About the size :
Make sure your unit fills most of the 64x64 pixels .

As example onby attached a comparison from 1 of your units compared to a knight from Subes black moon mod .
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  #2  
Old January 28th, 2005, 01:23 PM
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Default Re: Yet More Mod Questions

Liga's Manual Addenda mentions that high strength and flying add to the sieging ability, so atleast siege is more complicated than 1/unit. This hints to castle defence being more complicated as well, but I only know that being mindless makes you poor at it.

About summons being commanders: units/commanders are not differentiated besides the way they are added to the game. You can #addrec a Vanadrott, and you have a very expensive Van that gets some nifty magics if Gift of Reasoned; you can also #addcom a Satyr Hoplite or what have you. We cannot mod change whether creature spell summons is a commander or a unit.
Your best bet is probably to use a rarely used spell. One example is Corpse Man Construction. If you mod that, remember that Lightning Rod and Staff of Storms increase its effectiveness.

Humans should be about 32 pixels high, and Modding Manual mentions few other heights as well. However, it is best to start from a right-sized picture of a unit that already is of the same general type, and add on that. I'm not sure if Gandalf's pictures are of the right size, but they seem to be.
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Old January 28th, 2005, 01:42 PM
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Default Re: Yet More Mod Questions

THanks much!
I am sticking with Tien -- looks good so far.
I could swear Gandalfs pictures are the right size. They are 64x64. I see no difference between these and those that others use, for example Potatoman.

Besides the graphics and the cost / balance testing and better descriptions, I am nearly done.
Would anyone out there feel ok volunteering to look at my mod and see if they can detect why I cannot some of these pictures to work? (I am computer inept.) Also, I will definately need help with about 5 pictures (national summons and 2 mages, just so it doesnt look SOOOO tien-chi-ish) -- in case anyone could show me how to do this....
Gandalf, you said you were interested in a Native American flavor of mod, would you care to take a look? Or Endoperez?
Thanks very much
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Old January 28th, 2005, 01:43 PM
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Default Re: Yet More Mod Questions

Castle defence and siege is str squared divided by 100. Siege bonus adds to this. Flying adds 1.

CW is might be bad to use as it kills pop and reanimates. This feature is perhaps removeable by modding (can't remember).

Commander status is not moddable. The only difference between units and commanders is that commanders are given commander status. Some spells do this (all spells that summons commanders and Gift of Reason).

If you want the war paint to be a forgeable magic item it is possible, but if you want it only to be an armor it is not. Meteorite armors do not give increased mr to the meteorite guards. Instead they have a higher mr stat. This is not aesthetical, but the only available solution at the moment.

Hmm, magic items aren't moddable are they? Sorry. Forgot about that. I'm not used to modding.
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Old January 28th, 2005, 01:59 PM
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Default Re: Yet More Mod Questions

Johan:
We can't mod Carrion Woods, but can assign Carrion Woods' spells as national spells for base Pangaea. That's what we were planning.

tinkthank:
As castle defence is (str^2)/100, giving your troops lower strength and higher damage in weapons should do what you want, mechanic-wise. As an example, str 9 and new Hunting Spear with damage 4 will have the same effect str 10 and spear with damage 3 would, but (9^2)/100=~0.81 is lower than (10^2)/100 = 1. This also makes them weaker in storming castles.
Javelins', slings' etc. range is affected, though. But I'm not even sure if we can mod range to depend on strength.

I can take a look in the mod, but can't help with graphics. I could try, but you should really find someone with artistic skills.
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