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-   -   Wishlist: Modding shortlist (http://forum.shrapnelgames.com/showthread.php?t=38657)

analytic_kernel February 7th, 2009 10:33 AM

Re: Modding shortlist
 
Quote:

Originally Posted by Burnsaber (Post 672884)
Mercenary Modding
#addgroup - adds new group of mercenaries
#name "name" - declares the name of the group
#leader [mon nmbr] - declares who commands the mercenaries
#troops [amount] [mon nmbr] - first number declares how many troops and the other what the monsters are
#startcost [amount] - How much money will they ask when they are available.
#end - always at the end of #addgroup

Good idea, Burnsaber.
We would probably also want #leadername. Might also be good to specify magic paths (and maybe even magic items) for the leader.

Aezeal February 7th, 2009 10:43 AM

Re: Modding shortlist
 
items, yes, paths would just be under it's newmonster modding stuff

analytic_kernel February 7th, 2009 10:50 AM

Re: Modding shortlist
 
Quote:

Originally Posted by Aezeal (Post 672922)
items, yes, paths would just be under it's newmonster modding stuff

Well, I was actually drawing inspiration from the map editing commands, where commander paths can be customized beyond their monster chasis. I know we're talking about modding and not map editing here, but it would still be nice to have the additional customization for mercs. But, even the original list that Burnsaber gave would be a good start.

Aezeal February 7th, 2009 01:17 PM

Re: Modding shortlist
 
yes analytic, if you just create a new monster (you know er can do that :D) with whatever stats/costumization you want you can link it to that already with his idea :D

analytic_kernel February 7th, 2009 01:57 PM

Re: Modding shortlist
 
I see, Aezeal. You're looking at it more like the way national heroes work. I looked in Edi's DB, and didn't see some of the standard mercs listed in the 'uniquename' column in the 'AllUnits' sheet. But, that's not to say that things couldn't work the way you suggest. I'll concede that it would be more flexible.

I would be happy either way. :)

Edi February 7th, 2009 05:15 PM

Re: Modding shortlist
 
Mercs aren't listed in the unique stuff in the DB because the captains are all the same two types for the regular ones. Mercs are hardcoded, so they are not easily pigeonholed into anything particular.

Burnsaber February 7th, 2009 08:08 PM

Re: Modding shortlist
 
Quote:

Originally Posted by Edi (Post 672985)
Mercs aren't listed in the unique stuff in the DB because the captains are all the same two types for the regular ones. Mercs are hardcoded, so they are not easily pigeonholed into anything particular.

Hardcoded? That sounds like it might be very, very unlikely to see this kind of commands. Well, at least I brought it up.

Mercenary companies would just kinda be cool way to really force nation in the backround of dom3. Even if no one is actually playing the nation, it still has a effect on the game. *Shrugs*, well, at least we have the #mon site command to make random magic sites that allow recruits of nationals.

Aezeal February 7th, 2009 09:55 PM

Re: Modding shortlist
 
I've seen some mercs when looking through the allview map though.. some seemed commanders from their description. Is there some way do disable them then? I can't think of a command to remove existing troops except by replacing them...

Come to think of it if I replaced them all with dom 3K flavoured mercs it wouldn't be that bad.. except all my indies are about 3x as strong as what mercs usually have but whatever. Does anyone (/me looks hopeful at Edi) have a list of the commanders unitnumbers and the troops unitnumbers.

(could be you just said this was impossible but I'm not totally getting what can be done and what not from your remark)

Gandalf Parker February 8th, 2009 12:52 PM

Re: Modding shortlist
 
Some mercs units overlap poptypes or national units so changing them would be a problem. But there are some mercs whose description says mercs (in both commander and units) so Im guessing that they would not appear anywhere else. They could be safely modified and still be mercs?

rdonj February 8th, 2009 03:05 PM

Re: Modding shortlist
 
For the purposes of dom3k that wouldn't really matter, since it doesn't use vanilla units anyway.


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