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Base game dragons have #pathcost 80, #startdom 2 and #homerealm 10 (default pretender, available to all land nations)
Note that you can also not use #homerealm (or #homerealm 0) and then add a pretender option to a nation manually with #addgod
But now I am having a problem with the shapeshift <.<
In the first monster (god) I have
#shapechange 5051
and the human form I have (mosnter 5051)
#shapechange 5050
#secondshape 5050
Been fiddling around with it and no luck, Following the manuals "exact" commands dont seem to work. At first the shapechange text had no monster listed on the skill, and then now when I click on a the god, a spearman comes up instead.
What am I getting wrong with this shapeshifting ><
Then I made a new one underneath with an ID of 5051 to be a human form.
This is what I have for the mod. Might make it easier.
was hoping I could get that to work with the shapeshifting, then could start tweaking it.
You may also need to add the #firstshape command to the Dragon-form.
#shapechange should cause the monster to transform from the lower hp form into the higher hp form if killed in the lower hp form. Due to this #secondshape is not needed here and may be causing a conflict. I would remove it.
Also, have you added an additional #end and then a blank line at the end of your mod? Not including these can cause some weird issues.
I do agree that the #secondshape tag seems to be the culprit here, when combined with the #shapechange tag.
However, you shouldn't get any error from using #secondshape and not #firstshape aswell, it will just mean that it won't shift back to the original form after a battle.
If you want to avoid this in future you can use Notepad++ with the Dominions language file which highlights all the modding commands. That way if one if mispelled it won't be highlighted and will stand out:
http://z7.invisionfree.com/Dom3mods/index.php?showtopic=1878&view=findpost&p=22137173
However, be aware that once a creature has more than five or so traits (generally speaking), it can be a real pain in the butt trying to sort through the mess of icons in the unit's "Details" box.
Do traits appear as normal if a monster has, say, six total traits, but start to disappear if the same monster has seven or above? And is it the same specific trait which disappears, or one from the list at random?
If the latter, it does seem like there is an undocumented cap on the number of traits monsters can have at once.
it would appear the ones down the list are the ones that'll go missing... but i think there are exceptions. i have no idea what the number is. but above a certain number, they don't show up (though it's somewhat crowded to tell) and the effects definitely aren't triggered.
i thought someone might have come across this before and know the answer