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(I tried and failed to find them all via experimentation). Thanks
IIRC the current commands do not use bitmasks anymore, there is a separate command for most things.
I wanted to try to make some spells for the Warhammer 40k mod, but when I tried to get things like "gone berserk" I found they had changed, but some commands from CoE3 do still work... my attempt to map things here:
Anyway, my hope is to eventually make some custom spell paths, populated with custom or existing spells and spell effects. But either way I am looking forward to the modding manual when it's ready to figure out how to do a few more things. (and to correct my mistakes, like using the wrong sprite sizes or not making sure the capitalisation matches to avoid Linux errors).
terr -23 #was greater mines in CoE3, as used in Matriarch mod, now Any Citadel (useful, no idea what greater mines is now... I'd like to know for my Necron C'Tan awakening summon)
p.s. Marlin, the tip to change Notepad++ into viewing the mod files as Language --> S --> Shell has been really helpful. As has been the two “” for adding quotes to unit descriptions.
- special terrain number pertaining to prairie (grasslands 0, savannah 119).
- specific gathergems split by type.
I am thinking about hoburg manufactory, palace of the mountain lord and so on; i do not know their terrain number, so testing whether they count as mines, not possible.
You can find out what terrain number they are by using terrain editor or using keyboard command control-i with your mouse cursor over it. I have a spreadsheet with terrains I can make available later.
class_number Class terrain_number Terrain
1 Baron 30 Baron's Castle
2 Necromancer 24 Dark Citadel
3 Demonologist 23 Citadel
4 Witch 26 Tower
5 High Priestess 31 Temple of Ba'al
6 Bakemono 112 Mountain Stronghold
7 Barbarian 113 Barbarian Camp
8 Senator 154 Outpost
9 Pale One 121 Huge Cave
10 Druid 28 Hut
11 Burgmeister 1 Fortified Hoburg
12 Warlock 29 Tower of the Elements
13 Priest King 3 Temple City
14 Troll King 32 Troll Pit
15 Enchanter 110 Crystal Tower
16 Beholder 106 Beholder Cave
17 Archmage 88 Academy of Higher Magic
18 Goblin King 32 Troll Pit
19 High Cultist 161 Deserted Port
20 Dwarf Queen 126 Dwarven City
21 Voice of El 25 Temple of El
22 Illusionist 156 Crystal Palace
23 Markgraf 1 Fortified Hoburg
24 Dryad Queen 236 Sacred Grove
-60 nonforest citadel
-61 forge location
-62 ancient forests and any sacred groves
-63 ancient forests and sacred groves
-64 farms and hamlets
-65 any sacred grove
-66 groves of gaia and primal forests
-67 forests and ancient forests
-68 capitals or fallen capitals
-69 any normal location
-70 graveyards
-71 --end--
-72 --end--
-73 --end--
-74 --end--
-75 crash
-76 crash
-77 crash
-78 crash
-79 crash
-80 crash
-81 crash
-82 crash
-83 crash
-84 null (use this to make ritual unusable but does not crash)
Thank you in advance and here's some of mine:
- special magic sites (-39) appear to always be void gates (-53);
- hamlet+ (-29) includes ports but if you exclude village+ (-32) it still includes ports;
- can't use a capital (-22) as a flag to ensure there is/isn't one.