You are a God! You are master and ruler of a loyal nation. You have unimaginable powers at your disposal. You have claimed this world as yours. But there are others who stand in your way. You must defeat and destroy these pretenders. Only then can you ascend to godhood and become the new Pantokrator. When you start the game you decide what kind of god you are and how your DOMINION affects your lands and followers. It is an expression of your divine might and the faith of your followers. If your dominion dies, so do you. Your dominion also inspires your sacred warriors and gives them powers derived from your dominion. In order to win and become the one true god you have to defeat your enemies one of three different ways: conquer their lands, extinguish their dominion or claim the Thrones of Ascension. Release version and manual is available now. Manual can be downloaded from Illwinter's web page.

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Mod nations using blue spells of the replaced nations (Games : Dominions 4: Thrones of Ascension : Forum : Palace of Dreams - Modding : Mod nations using blue spells of the replaced nations) Locked
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Jan 16 2014 Anchor

#clearnation seems to not work properly. Replacing water nations makes starting on water and blue spells are included for the mod nation if i use one of the numbers of regular nation.

I dont know what else, dominion effects etc havent tested completely but i meant to replace nations like man that doesnt have pop kill or something like that but still have th bump of unique spells available to the new nation.

Jan 16 2014 Anchor

You can add national spells to each nation, and you can create spells that are a copy of whatever nation-restricted spells you like. E.g., if you look at my Yomi Rebalanced mod (Indiedb.com) you'll see that first I slightly edit the Yomi nation, which makes it be the default nation for subsequent spells to be restricted to. Then I create a couple of new spells, have them copy Yomi's own national spells, alter their research level and area of effect, and set them to be restricted -1, so that just the most recently edited nation (namely, Yomi) can cast them.

Would that let you do whatever you were aiming to do, without needing to copy a whole nation? E.g., you can copy Man's unique spells to make new spells that you restrict just to your new nation? (Note: each spell can be restricted to at most 3 nations, so if you pick a spell that already is allowed to three nations, you won't be able to grant it to a fourth, but you should be able to make a new spell that copies it, and grant that to the fourth. Copying the nation probably won't copy which spells it is allowed to cast because that allowance is actually stored as part of the spell, rather than part of the nation. I'm not sure whether copying a spell copies the list of nations that it will be allowed to.)

Jan 16 2014 Anchor

TelosTelos wrote: You can add national spells to each nation, and you can create spells that are a copy of whatever nation-restricted spells you like. E.g., if you look at my Yomi Rebalanced mod (Indiedb.com) you'll see that first I slightly edit the Yomi nation, which makes it be the default nation for subsequent spells to be restricted to. Then I create a couple of new spells, have them copy Yomi's own national spells, alter their research level and area of effect, and set them to be restricted -1, so that just the most recently edited nation (namely, Yomi) can cast them.

Would that let you do whatever you were aiming to do, without needing to copy a whole nation? E.g., you can copy Man's unique spells to make new spells that you restrict just to your new nation? (Note: each spell can be restricted to at most 3 nations, so if you pick a spell that already is allowed to three nations, you won't be able to grant it to a fourth, but you should be able to make a new spell that copies it, and grant that to the fourth. Copying the nation probably won't copy which spells it is allowed to cast because that allowance is actually stored as part of the spell, rather than part of the nation. I'm not sure whether copying a spell copies the list of nations that it will be allowed to.)


He wants nations with no unique spells at all.
I imagine you could get around it for the time being by setting those spells to unresearchable.

Jan 17 2014 Anchor

Aorta, you and I read the o.p. differently. When Torin said they wanted to "still have th bump of unique spells available to the new nation" I took that to mean they wanted to make a new nation that *does* have unique spells from an existing nation, not that they wanted "nations with no unique spells at all" as you said.

Jan 18 2014 Anchor

TelosTelos wrote: Aorta, you and I read the o.p. differently. When Torin said they wanted to "still have th bump of unique spells available to the new nation" I took that to mean they wanted to make a new nation that *does* have unique spells from an existing nation, not that they wanted "nations with no unique spells at all" as you said.


I may have more context than you, but given I know he also search a way to use existing nation ID for nationgen, I'd wager he indeed want to clear the existing national spell from a nation.

Jan 18 2014 Anchor

I resolved the issue deleting all blue spells one by one via

#selectspell (number of the spell)
#clear
#end

If I can filter wich spells are blue in the edi's database xls file i might write a mod that deletes all existing blue spells.

The other features in the mod nation that were specific of the regular nation owner of the slot, like water nation, and other specifics I dont know right now how to resolve.

I made that mod but cannot use it. Dominions crashed saying that my mod has no #modname. But its not true it does have #modname

Jan 18 2014 Anchor

Yeah, the problem is that the #restricted tag is part of the spell, rather than the nation. A very annoying oversight.

#clearnation not clearing #uwnation would definitely be a bug, since it's described as specifically doing just that in the manual.

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