.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Scenarios, Maps and Mods (http://forum.shrapnelgames.com/forumdisplay.php?f=146)
-   -   Wishlist: The Modder's Wishlist (http://forum.shrapnelgames.com/showthread.php?t=30597)

Maraxus August 19th, 2007 08:52 PM

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.

HoneyBadger August 19th, 2007 10:05 PM

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?

Maraxus August 19th, 2007 10:50 PM

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)

Panpiper November 17th, 2007 11:53 AM

Re: The Modder\'s Wishlist
 
Quote:

DrPraetorious said:Also, random magic with "holy" doesn't seem to work. I know I'm probably the only one who'd use it, but I'd like some units that have a % chance to be priests.

Actually I've just run head into this bug and it's stymied somewhat my work on the Chaos Undivided race mod.

DrPraetorious November 21st, 2007 03:59 AM

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.

DrPraetorious December 14th, 2007 03:22 PM

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.

Thilock_Dominus December 17th, 2007 07:56 AM

Re: The Modder\'s Wishlist
 
Site Modding.
#spr <path>
To add your own image to a specific site.

Quote:

I'd like firepower. Might as well have stormpower, darkpower and coldpower as well.

Like that as well

Thilock_Dominus December 17th, 2007 06:12 PM

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.

DrPraetorious December 17th, 2007 09:33 PM

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.

Thilock_Dominus December 18th, 2007 03:44 AM

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.


All times are GMT -4. The time now is 08:42 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.