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April 30th, 2007, 03:38 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: need some help with my 1st mod
I may have the graphics solved now with the banner help and the copy command for the lord of war.
And i have started playing more mods. I played the black steel of ulm a lot these past few days, and i am always sing the worthy hero mod, and most likely will never play another sp game without the old age mod.
The conceptual balance mod has perked my interest, but its scale is so vast, i am hesitant to try it yet. I doubt anyone will ever play my mod, it is just something that caught my fancy. Beowulf was a great literary hero, and i think he may fit in with man. I think it is fun to have a thug from the start and try to build him up. hence Beowulf.
This mod also addresses what i consider to be an issue for MA man, crappy infantry away from the capital. it does not twink them a lot, but moderately.
This is what may be the final version if i can get it into a dm file format:
#modname “Beowulf”
#description “This mod gives Man a national Hero to start the game, and for more gold and resources,improves the noncapital infantry unit the Tower Guard."
#icon "./beofwulf/beowulfbanner.tga"
#version 1.0
#domversion 3.06
#selectnation 30
#startscout “Beowulf” 2037
#end
#selectmonster 63
#morale 12
#gcost 14
#rcost 23
#weapon broadsword 8
#armor full chain mail 18
#armor full helmet 21
#armor Shield 2
#end
#newmonster 2037
#name Beowulf
#descr “A knight of unequaled physical stature and renown, Beowulf slew the dreaded monster Grendal in a fierce single
combat. Near death, poisoned, and without hope for himself, Beowulf cut out the creature’s heart and ate it to insure it
remained dead. Beowulf immediately began to recover from his wounds, and no longer felt the creature’s poison burning his
blood. He later swore allegiance to the Knights of Avalon and joined their cause. In return, he was gifted with a magical a weapon and armor.”
#copyspr 1340
#ap 15
#mapmove 3
#hp 27
#prot 10
#size 2
#str 17
#enc 2
#att 15
#def 15
#prec 11
#mr 16
#mor 14
#gcost 25
#rcost 1
#weapon “sword of sharpness” 74
#armor “shield of valor” 57
#armor “chain mail of displacement” 81
#armor “black steel helmet” 40
#fear 0
#forestsurvival
#maxage 300
#itemslots 13574
#startage 37
#poisonres 100
#goodleader
#heal
#end
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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April 30th, 2007, 05:48 AM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
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Re: need some help with my 1st mod
I saw a little problem in the mod:
#armor full chain mail 18
should be
#armor "full chain mail"
and it's the same for weapons. Use "" or numbers, not both. Although it won't hurt to put numbers afterwards it won't do any good either.
There is a typo in the modding manual for itemslots, the precalculated values at the end are wrong. This is probably what you want.
#itemslots 13446 (= 2 hands, head, body, 2 misc)
But you can leave that command out and give your knight a #mounted command instead which should remove his feet slots too.
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April 30th, 2007, 06:18 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: need some help with my 1st mod
#selectnation 30
#startscout "Beowulf" 2037
You should use either #startscout "Beowulf" or #startscout 2037. The | in the mod manual means either/or.
#end
#selectmonster 63
#morale 12
#gcost 14
#rcost 23
Res cost is automatically calculated based on the equipment of the unit. Humans have rescost of 1, the rest comes from the equipment. Currently, this doubles Tower Guards' res cost.
#weapon broadsword 8
#armor full chain mail 18
#armor full helmet 21
#armor Shield 2
Remember the quotes if you use the names. You can't use numbers to assign armors, and you shouldn't have both the name and the number for weapons either.
#end
#newmonster 2037
#name Beowulf
Remember quote marks. #name "Beowulf". Also, this isn't his name, but his unit type. Currently, you might have e.g. Arthulf the Beowulf... There's no easy way to make a hero have a non-random name, but you can make a new nametype (see nametype modding) with just one name (Beowulf), and use #nametype to give this unit 2037 that nametype. In that case, the #name of this unit should be "Hero", "Knight of the Beast" or something similar.
#descr "A knight of unequaled physical stature and renown, Beowulf slew the dreaded monster Grendal in a fierce single combat. Near death, poisoned, and without hope for himself, Beowulf cut out the creature's heart and ate it to insure it remained dead. Beowulf immediately began to recover from his wounds, and no longer felt the creature's poison burning his blood. He later swore allegiance to the Knights of Avalon and joined their cause. In return, he was gifted with a magical a weapon and armor."
#copyspr 1340
#ap 15
#mapmove 3
This is very rare ability, but for a hero it probably isn't too much. However, you might want to give him one or more of the survival abilities to ensure that he can use his mapmove 3 in varying terrains.
#hp 27
#prot 10
#size 2
#str 17
#enc 2
#att 15
#def 15
#prec 11
#mr 16
#mor 14
#gcost 25
You can't make the nation start with less money, but you can make Beowulf cost more upkeep by raising his gold cost. Upkeep is 1/15th of the recruitment cost, so currently Beowulf would cost 1.67 pieces of gold per turn. If you raised the #gcost to, say, 120, he'd have upkeep of 8 gp per turn.
#rcost 1
Despite what I said earlier, magical armor rarely have been set resource values. If Beowulf was recruitable, his resource cost would be 1 + the res costs of the magic items - which would probably all be 0. Because he's a hero, this doesn't matter, but if you want to give recruitable units magical weapons/armor you should remember to set their resource costs.
#weapon "sword of sharpness" 74
#armor "shield of valor" 57
#armor "chain mail of displacement" 81
#armor "black steel helmet" 40
Again, leave out the numbers. Magic items that are set to be that unit's weapons or armor don't cause their special effects, so Beowulf wouldn't have Air Shield or glamour. He would, however, benefit from the defense bonus of the chain. Magical weapons stay magical, and able to harm ethereal beings, and e.g. Moon Blades retain their ability to deal double damage to magical beings. Good two-handed swords (if you're going to use the Warlord sprite) to give him would be: Flambeau (dmg x2 vs undead), Moon Blade, Demon Bane (dmg x2 vs demons), Wraith Sword (lifedrain). Flambeau and Demon Bane won't give fire resistance, and Flambeau won't let him cast spells, but they are good weapons. Chain Mail of Displacement is one of the best armors by its stats (even though it won't give glamour), and Black Steel Helmet is good helmet without magical abilities, so both work just fine. You could make him a custom armor, say, "Grendel Skin Armor", if you want to try equipment modding.
#fear 0
#forestsurvival
What about mountainsurvival, wastesurvival?
#maxage 300
#itemslots 13574
The default itemslots a non-modded unit has are those of unmounted human. This would make Beowulf lose his feet slot, despite his graphics not giving him a mount.
#startage 37
#poisonres 100
#goodleader
#heal
#end
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