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May 5th, 2009, 09:42 AM
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Private
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Join Date: Jul 2008
Posts: 15
Thanks: 2
Thanked 8 Times in 2 Posts
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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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May 5th, 2009, 09:59 AM
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Sergeant
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Join Date: Jan 2007
Posts: 386
Thanks: 24
Thanked 5 Times in 5 Posts
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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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May 5th, 2009, 10:47 AM
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Private
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Join Date: Jul 2008
Posts: 15
Thanks: 2
Thanked 8 Times in 2 Posts
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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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The Following 7 Users Say Thank You to esd29a For This Useful Post:
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May 6th, 2009, 08:24 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: Mod help?
Quote:
Originally Posted by esd29a
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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I have always meant to do this but never found the time. Thank you very much!
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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June 2nd, 2009, 07:27 AM
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Corporal
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Join Date: Jan 2009
Location: Modena, Italy
Posts: 192
Thanks: 27
Thanked 21 Times in 10 Posts
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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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June 2nd, 2009, 10:54 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Mod help?
Quote:
Originally Posted by Amonchakad
-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?
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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
-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?
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getbadspelldescription: bad spellnumber. Your mods hit the spell limit.
Quote:
Originally Posted by Amonchakad
-Still regarding ID limits...there are more limits beside for sites?How many extra nations/weapons/etc...can i add?
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Yeah, there are limits. consult your modding manual for the number ranges you can use for those.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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June 4th, 2009, 12:17 PM
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Major General
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Join Date: Mar 2008
Location: Serbia
Posts: 2,245
Thanks: 48
Thanked 84 Times in 46 Posts
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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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June 4th, 2009, 12:49 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Mod help?
Quote:
Originally Posted by Executor
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?
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I haven't seen anything like this. Perhaps some copystat mayhem?
Quote:
Originally Posted by Executor
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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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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June 4th, 2009, 01:02 PM
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Major General
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Join Date: Mar 2008
Location: Serbia
Posts: 2,245
Thanks: 48
Thanked 84 Times in 46 Posts
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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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June 4th, 2009, 01:19 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Mod help?
Quote:
Originally Posted by Executor
#weapon "Quarterstaff"
#weapon 7
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You can add weapons by their name or their ID. You're doing both at the same time.
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