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  #1  
Old May 5th, 2009, 09:42 AM

esd29a esd29a is offline
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Default Re: Mod help?

For a "mountain" picture, try an air path, level 0 site

Site pictures are based on path and level. Note that a start site with level >0 will be visible to its owner on turn 1 - I just tried that.
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  #2  
Old May 5th, 2009, 09:59 AM

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Default Re: Mod help?

Thank you Burn and Aezeal! That fixed the problem for me and I appreciate the help a bunch!
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  #3  
Old May 5th, 2009, 10:47 AM

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Default Re: Mod help?

Did some more testing on startsite pictures. Results attached. Vertical=path (0-8), horizontal=level (0-4). Levels 2-4 appear the same.
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  #4  
Old May 6th, 2009, 08:24 AM
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Default Re: Mod help?

Quote:
Originally Posted by esd29a View Post
Did some more testing on startsite pictures. Results attached. Vertical=path (0-8), horizontal=level (0-4). Levels 2-4 appear the same.
I have always meant to do this but never found the time. Thank you very much!
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  #5  
Old June 2nd, 2009, 07:27 AM
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Default Re: Mod help?

Well,if you necro a thread from 2 years ago,I might aswell hijack it and ask a couple modding questions

So,I'm a total modding newbie,and atm my efforts are concentrated towards stacking various mods for a mod-heavy MP game I'm planning.

-A couple days ago I was reading the thread on another mod-heavy game,and their problem with mod stacking was that they reached the "maximum number of spells".I've looked around the forums but I couldn't find anything on this, there's a limit to the number of ingame spells?

-This might be related to the first question.Beside the errors with IDs from various mods overlapping,I often get a nagot gick fel with a "getspldscr: bad splnr".Can anyone explain what it means?


-Still regarding ID limits...there are more limits beside for sites?How many extra nations/weapons/etc...can i add?
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  #6  
Old June 2nd, 2009, 10:54 AM
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Default Re: Mod help?

Quote:
Originally Posted by Amonchakad View Post
-A couple days ago I was reading the thread on another mod-heavy game,and their problem with mod stacking was that they reached the "maximum number of spells".I've looked around the forums but I couldn't find anything on this, there's a limit to the number of ingame spells?
Yeah, with 3.21 you can only add about 130 spells by mods. The only workaround is to make the extra spells overwrite national spells from the nations not to be in the game.

Quote:
Originally Posted by Amonchakad View Post
-This might be related to the first question.Beside the errors with IDs from various mods overlapping,I often get a nagot gick fel with a "getspldscr: bad splnr".Can anyone explain what it means?
getbadspelldescription: bad spellnumber. Your mods hit the spell limit.

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Originally Posted by Amonchakad View Post
-Still regarding ID limits...there are more limits beside for sites?How many extra nations/weapons/etc...can i add?
Yeah, there are limits. consult your modding manual for the number ranges you can use for those.
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See this thread for the latest info concerning my mods.
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  #7  
Old June 4th, 2009, 12:17 PM

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Default Re: Mod help?

Hello people,
I've started my own mod nation and I have two quick question.
I've made a few commanders I want but they all have double weapons for some reason? Eg. two quarterstaffs, or even two special weapons that are built in, not carried. Why, and how do I fix this?

Second question. So far all my units look the same, Agra Dis misborn to be exact, how do I use unit images from Dominions, Grand Thaumaturg or Ulm infantry or remake them the way I want?
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  #8  
Old June 4th, 2009, 12:49 PM
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Default Re: Mod help?

Quote:
Originally Posted by Executor View Post
Hello people,
I've started my own mod nation and I have two quick question.
I've made a few commanders I want but they all have double weapons for some reason? Eg. two quarterstaffs, or even two special weapons that are built in, not carried. Why, and how do I fix this?
I haven't seen anything like this. Perhaps some copystat mayhem?

Quote:
Originally Posted by Executor View Post
Second question. So far all my units look the same, Agra Dis misborn to be exact, how do I use unit images from Dominions, Grand Thaumaturg or Ulm infantry or remake them the way I want?
If you want to use vanilla graphics, #copyspr is your command (see the modding manual for further detail).

If you want use modified vanilla graphics, I suggest you search for "Sprite Editing Tutorial", you should find the download for all vanilla unit image files there.
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  #9  
Old June 4th, 2009, 01:02 PM

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Default Re: Mod help?

Thanks for the Sprite editing tutorial!

Here's one commander, which has two quarterstaffs for some reason.

#newmonster 2401
#name "Black Wizard"
#spr1 "./Mod/Misborn.tga"
#spr2 "./Mod/Misborn2.tga"
#descr "..."
#ap 12
#mapmove 2
#hp 10
#prot 0
#size 2
#str 10
#enc 3
#att 10
#def 10
#prec 10
#mr 18
#mor 20
#gcost 320
#rcost 10
#weapon "Quarterstaff"
#weapon 7
#holy
#startage 60
#maxage 75
#older 5
#itemslots 15494
#magicskill 1 2
#magicskill 5 3
#magicskill 8 3
#nametype 106
#goodleader
#end

Am I just missing the obvious here?
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  #10  
Old June 4th, 2009, 01:19 PM
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lch lch is offline
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Default Re: Mod help?

Quote:
Originally Posted by Executor View Post
#weapon "Quarterstaff"
#weapon 7
You can add weapons by their name or their ID. You're doing both at the same time.
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