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  #1  
Old March 14th, 2009, 09:30 AM

pyg pyg is offline
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Default Re: Modding tips and tricks

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Originally Posted by Endoperez View Post
Changing colors is easy, and will make a huge difference. As an example, if you need to create a female sprite, look through the three ages of Arcoscephale (Priestess, Oreiad, Sibyl), LA Pythium, LA Ulm (Fortune Teller), MA Ashdod and LA Gath (it's easy to resize giant sprite to human-size), MA Machaka (Sorceress), the amazon tribes... The chances are that one of those sprites is close enough, and then you can edit and recolor it and (because Kristoffer is really good at sprites) it will look good.
So this is might be a FAQ, but how do you get a copy of one of the in game sprites to edit. I haven't figured it out yet.
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Old March 14th, 2009, 09:58 AM
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Psientist Psientist is offline
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Default Re: Modding tips and tricks

Sombre -
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Re: Modding tips and tricks
Might be interesting for Skaven to have a cloud that spawned vermin every turn as a onebattlespell of a hero or something.
AFAIK you can't #onebattlespell a custom spell, it has to already be in the game. Maybe you can #selectspell mod an existing one to assign to a commander unit in-combat.

Burn - thanks for the notes. I had discovered most of those, and I think most are scattered in pieces throughout the forums... but I learned a couple and it's nice to have them in one place.

Here's a couple tips I've found...

1. I have confirmed that my little trick of assigning boots of the planes to an Indy commander CAN work, and have that commander show up in a random other Indy province during game play.

2. If you create a unit with NO magic paths, and give it a magic leadership, it will still not be able to lead magic units. However, if you give it a #magicpath X 0 (a level of zero in that path), it will then be available for leading magic units in the Army Setup menu.

3. You can assign a #watershape (and probably a #forestshape, etc) to a unit in addition to a #secondshape... but the #secondshape must be the last item listed in the series inside the mode file, and the #watershape only is activated when the unit changes provinces.

I have several other observations in an "item modding" thread somewhere regarding some of the things you can, and can't seem to get away with for crafting custom items.
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Old March 14th, 2009, 10:06 AM

Sombre Sombre is offline
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Default Re: Modding tips and tricks

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AFAIK you can't #onebattlespell a custom spell, it has to already be in the game. Maybe you can #selectspell mod an existing one to assign to a commander unit in-combat.
Sure and copyspell it first so the original remains in the game. I believe that's the standard method.

I don't actually know for sure that #onebattlespell doesn't work perfectly so long as you /define your newspell first/. Someone should test that ;]
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Old March 14th, 2009, 11:48 AM
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Default Re: Modding tips and tricks

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So this is might be a FAQ, but how do you get a copy of one of the in game sprites to edit. I haven't figured it out yet.
There's a complicated way to get the base sprite I came up for DomII, and then there's the easy way EricM used to extract all the sprites (with permission). Here's all sprites up to 3.17, and I think few others have done small updates to accomodate for later patches.

AllView maps are also great. There are few different versions floating around. Basically, it's a five-province map where EA Ermor starts with units 1-1000 in the first province, 1001-1500 in the second, etc. It's the easiest way to look for sprites if you know e.g. that you want a swordsman, but don't know what kind of swordsman.
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