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July 14th, 2008, 06:01 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Can a mod limit castle construction?
I don't mind talking through problems with mods or how to bodge certain things using the existing mod commands.
But it's a waste of time for me to repeat stuff that's in the mod manual if you refuse to look in the mod manual because you don't actually want the answer.
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July 14th, 2008, 07:14 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Can a mod limit castle construction?
Granted.
So this is the mod manual that came with the game?
Is that still up to date?
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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July 15th, 2008, 03:04 AM
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National Security Advisor
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Location: Helsinki, Finland
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Re: Can a mod limit castle construction?
The one that came with the game is up to date wrt the fort commands, but they are scattered all through the nation modding section. Download the Unofficial Reorganized Mod Manual v3.17 from the trhead linked in my sig, that has them all in their own subsection. The UORMM will become the official manual in the next patch, so taking a look at it will give you a headstart in using the new document.
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July 15th, 2008, 12:38 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Can a mod limit castle construction?
That must keep you dancing with the continual flow of new mod commands that keep coming out 
Thanks.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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July 15th, 2008, 07:20 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Thanked 479 Times in 326 Posts
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Re: Can a mod limit castle construction?
Basic Hack Rule #321:
Test all programmers lists. Particularly if they start with 1 instead of 0.
The Fortresses Chart says they run 1-43
However (at least in map commands) zero does work. The list of forts inside the Dom3 program seems to call it "none". No picture appears and a split between internal and external guards just appear together in the province. It appears to be a way of saying fort, without assigning a fort. Thats not uncommon in programming. But the results are the same for fort 666 so it might just be a fluke.
44 seems to be a partially done castle. It puts a picture there, and divides defender/patroller. But it crashes the game if you try to look at it. I wouldnt use it.
45 is VERY interesting. It creates an info button but calls the castle NULL (computer programmer for nothing). The admin is 0, the supplies are 0, the time to build is 0, and the defence is 0, but the cost is 200. It crashes due to not having a screen for combat so if a .d3m file was selected for it then it might work.
So far I think testing "Fort 0" is worth trying.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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