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  #1  
Old January 28th, 2005, 01:43 PM
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Kristoffer O Kristoffer O is offline
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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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