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Re: New mod commands
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Or would it apply also to a map shortlist and a server shortlist? |
Re: New mod commands
This mostly applies to monster modding as it is difficult to know what relevant abilities I have missed, but quite easy to implement them since the abilities are already there for existing units.
I believe there will be some more modding additions for the next patch, but I don't know in what areas yet. And #startaff is a command that sets a percentage chance of starting with a random affliction, just like a flagellant. |
Re: New mod commands
Top of my list of monster modding requests (aside from those just done) is #heat <nbr> and #cold <nbr> so we don't always have to give things heat/cold 3. That would be great. I suppose I should post that in the shortlist thread though.
These ones you've just done are super handy though. I'm going to make use of several of them right away once the patch comes out. |
Re: New mod commands
Oh, I just checked the modding shortlist - that list is actually excellent, or at least the creature modding bit (which I'm interested in) is (didn't properly look at the rest).
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Re: New mod commands
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Re: New mod commands
All correct. #leper is the popkilling thing Harvester of Sorrows?? does.
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Re: New mod commands
Nice one JK.
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Re: New mod commands
Kristoffer, Johan, this is why we love you guys!
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Re: New mod commands
Wow, neat stuff! Lots of potential. Hmm, we could actually make a Moose Mod that makes Moose only stealthy in woods!
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Re: New mod commands
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