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Re: The Modder\'s Wishlist
You mean a "#goneberserk" comand for new creatures? Sounds nice.
I was just looking, if you could do that via magic items (armors). Since magic items can have spells on them and you can give an armor to a creature so that it does not drop, that sounds like a plan to give it a Rage spell for itself. But then I had to see, that the only things you can set for magic items at the moment are the research and cost of the currently available magic items. http://forum.shrapnelgames.com/images/smilies/frown.gif Well, looks like I'm in the right thread here: I'd like to see modding comands for new magic items: #newmagicweapon <weapon id> #newmagicarmor <armor id> #newmagicitem #castspell <spell id> (This spell can be used at a fatique cost of 5) #autospell <spell id> (This spell is cast at the beginning of each battle) #... Every unit command (except for name description and maybe a few else) should be aplyable to items, too. And obviously give that property to the wearer of the item. |
Re: The Modder\'s Wishlist
Is there a way to add items other than weapons/armor to a unit? Say amulet of vengeance, for example
? Also, is there a way to add a castable spell to a unit, so the unit will be able to cast that spell without the required paths? |
Re: The Modder\'s Wishlist
When setting independants on a map, you can equip them with any kind of magic items.
But in the creature entry - I don't think so. However I don't think it should be to hard to make this modable. It seams, there is no inherent diffrence between armor and other non-weapon items, except for the fact, that armors and helms tend to have protection more often (but there are both kinds of exceptions: Robes and bracers), and protection from items is diffrently applied to torso and head, depending on the slot of the item. One phrase I was told in the forum of another game: Don't say what <the gamedesigner> can or can't do, unless you are <the gamedesigner>. However, I hope they look at this at some time and check if they can make such a thing available. I have something in mind that dire needs something like that. About the second question: No, not possible. And since this is the modder's wishlist, let me add a think I'd like to see: -Currently when going above the maximum number of special abilities (14 or something), the latest just get skipped silently. I'd like to see an error message like "Unit name: To many special abilities" or something, instead. Minor Wishs: -#AirShield <percent> for units (self-explaining) -#Affliction <"name"> for units (to start with afflictions like the Forge Lord or the Allfather) |
Re: The Modder\'s Wishlist
Quote:
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Re: The Modder\'s Wishlist
I'd like firepower. Might as well have stormpower, darkpower and coldpower as well.
The underwater leadership power would also be nice, if it has a variable value - I can copystats off of the azure dudes but it's the wrong amount (this is for Haida Gwaii). And actually, underwater recruitment modding would be nice. |
Re: The Modder\'s Wishlist
Protection from Evil (unit ability).
Works like awe, but against the MR of demons and/or undead (could be distinct Prot from Undead and Prot from Demons powers.) If it also provided an MR bonus against death and/or blood spells, that would be nice. |
Re: The Modder\'s Wishlist
Site Modding.
#spr <path> To add your own image to a specific site. Quote:
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Re: The Modder\'s Wishlist
Got another one:
For unit/commander/hero #noresearch - No matter how much/many magicskills + number the unit will have zero in research. |
Re: The Modder\'s Wishlist
If you give a unit a research malus of 50 or so you should achieve more or less the same effect.
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Re: The Modder\'s Wishlist
I'll try that, thanks.
Edit: Sorry, it doesn't work. If I set it #researchbonus to 50 or more the unit(s) gets maxed out research. |
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