.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Scenarios, Maps and Mods (http://forum.shrapnelgames.com/forumdisplay.php?f=146)
-   -   New mod commands (http://forum.shrapnelgames.com/showthread.php?t=39439)

Gandalf Parker June 25th, 2008 09:53 AM

Re: New mod commands
 
Quote:

Kristoffer O said:
JK made some new mod commands yesterday, after remarking how easy it is when there is a nice shortlist stating what is wanted.

So my assumption about us working better with shortlists seems to hold.

Is that tied into his basic love of mods?
Or would it apply also to a map shortlist and a server shortlist?

Johan K June 25th, 2008 12:22 PM

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.

llamabeast June 25th, 2008 12:28 PM

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.

llamabeast June 25th, 2008 12:31 PM

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).

Edi June 25th, 2008 12:41 PM

Re: New mod commands
 
Quote:

* New monster modding commands: #watershape, #landshape, #forestshape, #plainshape, #unique, #stormimmune, #startaff, #bloodvengeance, #stonebeing, #leper, #beckon.

I've greenified some of the list items, but I would like confirmation of the following:
  • #beckon is what I listed as #lure?
  • #stormimmune is what I listed as #stormflyer?
  • Is #leper the plague carrier or the popkilling reaper?
Thanks for doing these. I'm certain they will see a lot of use. http://forum.shrapnelgames.com/images/smilies/happy.gif

Johan K June 25th, 2008 01:16 PM

Re: New mod commands
 
All correct. #leper is the popkilling thing Harvester of Sorrows?? does.

Sombre June 25th, 2008 01:33 PM

Re: New mod commands
 
Nice one JK.

HoneyBadger June 25th, 2008 05:19 PM

Re: New mod commands
 
Kristoffer, Johan, this is why we love you guys!

PvK June 25th, 2008 05:31 PM

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!

quantum_mechani June 25th, 2008 07:06 PM

Re: New mod commands
 
Quote:

[/i]
#unique

This one alone makes me quite excited for the new patch. It's amazing how far modding has come, bit by bit. To echo everyone else, thanks! http://forum.shrapnelgames.com/images/smilies/happy.gif


All times are GMT -4. The time now is 03:57 PM.

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