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December 10th, 2009, 03:21 PM
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Major General
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Re: calling new modders
Stavis: your Azgeth mod caused the game to crash due to 'bad start site #'
I tried running it with CBM, which may have been the problem, but I didn't think CBM changed many site #s...
Can you refer to sites by name, or does it require site# input? I can go look those up...
Last edited by Squirrelloid; December 10th, 2009 at 03:40 PM..
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December 10th, 2009, 04:59 PM
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Second Lieutenant
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Join Date: Sep 2008
Posts: 466
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Re: calling new modders
Quote:
Originally Posted by Squirrelloid
Stavis: your Azgeth mod caused the game to crash due to 'bad start site #'
I tried running it with CBM, which may have been the problem, but I didn't think CBM changed many site #s...
Can you refer to sites by name, or does it require site# input? I can go look those up...
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It's using site 800 for the "Elludian Academy", which it then refers to by name (as required) in the #startsite command.
I can't troubleshoot this right now, but if I get a chance I'll see if I can figure out what's going on; in the meantime, you might look for any #newsite 800 lines in other mods you've got enabled?
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December 11th, 2009, 09:25 AM
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Second Lieutenant
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Join Date: Sep 2008
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Re: calling new modders
Quote:
Originally Posted by Squirrelloid
Stavis: your Azgeth mod caused the game to crash due to 'bad start site #'
I tried running it with CBM, which may have been the problem, but I didn't think CBM changed many site #s...
Can you refer to sites by name, or does it require site# input? I can go look those up...
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Ok, so, I briefly plugged in the mod last night (and noticed I forgot to add a #descr for the nation) but (with all other mods disabled) it did not throw any bad start site errors. I did notice there was an extra "Azgeth" folder in the zip - just make sure the .dm is in the mods folder, and the "Azgeth" folder containing the 2 images is also in the mods folder.
I didn't have time to try it with CBM also enabled, so I can only assume there is a conflict, though I tried to choose numbers that didn't match the ranges that CBM uses.
In any case, for me at least, you get the expected recruitable roster, sites (including the new one), and starting troops.
If I get a chance, I'll see if I can determine what the conflict is, but I can't promise anything soon as I'm quite busy with "real life"  at the moment.
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December 12th, 2009, 02:22 PM
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Second Lieutenant
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Join Date: Sep 2008
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Re: calling new modders
Quote:
Originally Posted by Stavis_L
Quote:
Originally Posted by Squirrelloid
Stavis: your Azgeth mod caused the game to crash due to 'bad start site #'
I tried running it with CBM, which may have been the problem, but I didn't think CBM changed many site #s...
Can you refer to sites by name, or does it require site# input? I can go look those up...
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Ok, so, I briefly plugged in the mod last night (and noticed I forgot to add a #descr for the nation) but (with all other mods disabled) it did not throw any bad start site errors. I did notice there was an extra "Azgeth" folder in the zip - just make sure the .dm is in the mods folder, and the "Azgeth" folder containing the 2 images is also in the mods folder.
I didn't have time to try it with CBM also enabled, so I can only assume there is a conflict, though I tried to choose numbers that didn't match the ranges that CBM uses.
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Ok, so it's a conflict with CBM 1.6 I had looked in Gregstrom's cross reference, and I guess it hasn't been updated since CBM 1.5 (or I haven't re-downloaded, or I'm just blind, always possible  )
Anyway, the conflict is because of this in CBM 1.6:
--Man ME
#newsite 800
#name "Forest of Avalon "
#homemon 64
#gems 6 3
#path 6
#end
#selectnation 30
#addreccom 212
#addrecunit 65
#clearsites
#startsite "Forest of Avalon "
#startsite "Tower of Avalon"
#end
I've updated the Azgeth mod code to use a different site (801), and also updated the unit numbers (now using 3000-3009), since that range overlaps this mod too. I also fixed an issue with the pretender based heroes showing up in the pretender list.
I *think* it's all working now, but I haven't really put it through its paces, and probably won't soon.
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December 10th, 2009, 05:30 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
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Re: calling new modders
Just CBM 1.6... Well, I can look...
Don't see any #newsites in CBM.
Last edited by Squirrelloid; December 10th, 2009 at 05:58 PM..
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December 14th, 2009, 10:02 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: calling new modders
The best way I have found to make AI thugs is to modify their stats as if they were equipped with the desired gear, then if desired you can set them to 0 item slots.
For instance, instead of using map commanders to give the thug "Full Steel Plate"
Use a mod command to give the modified thug #armor "Full Steel Plate".
Then set the item slots to 0 and if desired give them #onebattlespell (Whatever) + things like fireshield etc. to simulate effects from the items.
__________________
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December 14th, 2009, 10:12 AM
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BANNED USER
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Join Date: Feb 2007
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Re: calling new modders
Oh I definitely agree - you could give the AI some pretty nasty thugs that they'd use, via mod commands.
I don't think they'd be interesting to play against, but it would be easy to do. I mean we'd be talking a fireshielded guy with a frost brand weapon, awesome armour, awesome shield, the entangle effect, superb mr and most important, big built in reinvig. Then you just have them as a summon or a commander recruit for the AI and have them onebattlespell berserk to make sure they actually do something as opposed to hiding behind troops or spamming vine arrow or something.
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December 14th, 2009, 12:58 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
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Thanked 106 Times in 71 Posts
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Re: calling new modders
Yup. I think in order to make them challenging at all you would need to ensure the AI has and can replenish them from the get go, and make a variety of them so there is some surprise concerning what you will be facing.
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