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January 27th, 2005, 09:28 AM
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Lieutenant Colonel
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Join Date: Jan 2004
Posts: 1,276
Thanks: 0
Thanked 2 Times in 2 Posts
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Re: Yet More Mod Questions
Thanks very much, but I am doing this in windows, and that doesnt seem to be the problem. Since I dont understand why this isnt working, I am just using Potatomans Ashikaga graphics to test my mod.
I obviously dont understand a lot -- but what seems particularly odd is that one of my new monsters, #2100, can be recruited, but it shows up as Chuddur Kadul, obviously somehow tied in with Atlantis/Ryleh. I dont understand why, so I changed the number to 2102 -- and it is still Chuddur Kadul, only that the graphics now takes some Marignon-looking fellow instead of the Ashikaga one it is supposed to refer to. No other mods are active.
Does everyone else run into tons of little problems when doing this or is it me and my stupidity and computer-unfriendliness?
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January 27th, 2005, 11:49 AM
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Lieutenant Colonel
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Join Date: Jan 2004
Posts: 1,276
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Thanked 2 Times in 2 Posts
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Re: Yet More Mod Questions
Argh, can someone tell me what I am doing wrong?
I am making the national summons, and already modded the Carrion Centaur 714 unit appropriately (works fine when I make him recruitable, which I did just to test, because I cannot summon him), but I cant get anyone to cast the darn spell. It will not show up in the list of spells that people can cast.
#selectspell "Carrion Centaur"
#school -2
#path 0 1
#path 1 0
#pathlevel 0 1
#pathlevel 1 1
#fatiguecost 300
#end
Thanks much in advance.
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January 27th, 2005, 11:59 AM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
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Re: Yet More Mod Questions
Did you test it with Pan cw theme to summon the spell ?
Afaik this spell is carrion woods theme only so it could be possible that these few spells can't be modded correctly .
You can also as a 2nd test leave out the #school -2 line because the spell works this way already default .
If this doesn't work better wait for an answer by Johan or Kristoffer 
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January 27th, 2005, 01:13 PM
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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: Yet More Mod Questions
With '#school -2' you have chosen the spell to be national. You still have to choose the nation!
"9.4 #researchlevel
Level of research required should be a number
Exception: If the of the nation that has spell."
Add line '#researhlevel 10', and it should work.
edit: Heh, 3 minutes late... 
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January 27th, 2005, 01:18 PM
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Lieutenant Colonel
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Join Date: Jan 2004
Posts: 1,276
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Re: Yet More Mod Questions
God I am an idiot -- NOW I FINALLY GET IT. I never understood that researchlevel before, I thought it meant something like how much research you need to invest.
The modding document is EXTREMELY ambiguous.
It says (quote):
#researchlevel <level>
Level of research required to learn this spell. The level
should be a number between 0 and 9.
Well hm, I figured this meant like Construction 0 to 9 or something.
In fact, the number should not be 0 to 9, that is totally misleading. (That somehow makes me feel about 4% less stupid.)
Thanks I will try this out! You people are wonderful.
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January 27th, 2005, 01:38 PM
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Lieutenant Colonel
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Join Date: Jan 2004
Posts: 1,276
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Re: Yet More Mod Questions
PS. Somewhat unrelated:
How do the devs do it? I mean, how can THEY make a unit with Castle Defense bonus? If it is not possible in a mod, then how can they do it when they make the races? Do you know what I mean?
PPS. Although I cannot get my Sioux to be poor castle defenders (maybe if a patch, however, comes out before I am done), but what DOES work is this: They can be poor forgers! A forgebonus of -15% works (at least, it shows up that way)!
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January 27th, 2005, 07:50 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Yet More Mod Questions
We don't mod. All units are coded like this.
{"Ghoul Guardian",1924,10,2,2,14,0,13,0,10,11,10,9,18,{fx_guard,fx_ nil,fx_nil,fx_nil,fx_nil,fx_nil},{1,0,0,0,0,0},{5, 0,0,0},{19,20,0},20,31,res_undead+res_poison+res_f ood,ord_undead+ord_poor+ord_undead_ok},
It is not very userfriendly. Everything that is to be moddable must be made available in the code elsewhere. To enable modding of the guard special effect we would have to make the modding utility understand it and read it from a .dm text file. This is made on most special effects, resistances etc, but as they have been implemented over time there are still things that can't be modded.
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January 27th, 2005, 11:53 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: Yet More Mod Questions
Could you post that bit of a code? That seems strange...
And modding/scripting is closely related to programming, and only programming shows the computers' supidity better. They do what you tell them, and only that, probably with wrong result in the first version. Most problems can be solved easily (after you find the problem), and the rest can usually be solved for you.
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