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Re: More ideas
#clearweapons, #cleararmor or #clearequipment mod commands
needed for monster modding. |
Re: More ideas
Quote:
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Re: More ideas
Hmm, something is whacky! I cant write anything after the quote. http://forum.shrapnelgames.com/image...s/confused.gif
Anyway, nice idea. Not possible atm. |
Re: The Modder\'s Wishlist
automatically treat some default such as filler.dm as being used in each game creation
I wish that the game would automatically recognize something like filler.dm whenever a game is created. That way we wouldnt need to keep reminding newbies to make and use one so that fixer mods can be used mid-game. By creating a filler.dm midgame, and adding to it. I think that it would help in the acceptance and use of mods if people can always use one mid-game without having to remember to use a filler mod each time a game is created. |
Re: The Modder\'s Wishlist
How about a mod command to directly modify the records as binaries?
Something like: #selectsite 212 #hexdump 30 0x000100030004 #end Which would just do a raw bitwise replace of bytes 30-35 of the record for the site. So if we can figure out how something is handled in the binary, we can do it ourselves - this could apply to sites, magic items (although I've never found those by hex diving), spells, units, armor and weapons. It'd also allow us to clear any powers we didn't want, presumably by masking the relevant bytes to 0, unless the power is hardcoded somewhere outside of the unit record. Of course, if you change the data structures this would become useless, and if any of my prof's ever find out I suggested this they'll retroactively withdraw my degree (I wrote my thesis on robust and maintainable coding practices.) OTOH, this way you wouldn't have to code up every obscure power anyone wanted to mod. |
Re: The Modder\'s Wishlist
I really, really want to be able to mod the secondary effect field for spells.
Sorry if this is a repeat - but that would do more for my mods than all of my other requests combined. |
Re: The Modder\'s Wishlist
The most important change in my opinion would be allowing us to give a monster an #entryspell command which specifies which spell they auto cast when they go on the battlefield.
This would remove the need for a whole load of other commands, because you could just give them a spell which did much the same. Only for commanders, probably. |
Re: The Modder\'s Wishlist
The game doesnt seem to track commanders. All units in the game can be commanders, or followers (or gods). It happens all the time on my chaos maps. Even a lowly slinger has commander features if its in the game as a commander.
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Re: The Modder\'s Wishlist
It doesn't need to track commanders, it's just a flag when they're built or GOR'd. Units can have leadership values that they don't use unless they're commanders, magic paths etc - adding in an #entryspell command would be the same. No technical problem there at all - I'm just saying they shouldn't/couldn't use it if they were regular troops. If you wish for one of those guys that autocast darkness or communion slave or something at the start of battle, I suspect until you GOR them it won't autocast.
If it does, well that's a small problem, because if you gave the autocast ability to a troop you could mass like 100 plus of, the game would probably crash or something. |
Re: The Modder\'s Wishlist
I'd love to see the ability to add a thing like the "Rage" spell so you could have say, a caged creature that gets set lose onto the enemy army.
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