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-   -   Modding feedback wanted (http://forum.shrapnelgames.com/showthread.php?t=18163)

PDF March 7th, 2004 02:13 AM

Re: Modding feedback wanted
 
To me the most needed addition is to be able to mod Themes. Themes can be added to other, whereas nations must be replaced, so now if I use Ashikaga it replaces Tien'Chi http://forum.shrapnelgames.com/images/icons/icon9.gif
Then Spell modding, to be able to remove and add spells (changing existing ones is Ok for balance but not of much use else).

PvK March 7th, 2004 10:42 PM

Re: Modding feedback wanted
 
Oh, another good one, if someone else didn't already mention it:

* Ability to specify the kind of undead unit a living unit becomes when it dies and gets resurrected by bless effect or raise dead or whatever. This would allow players to do the work of creating exotic types of undead for all (or at least, some interesting) units...

PvK

Potatoman March 7th, 2004 11:26 PM

Re: Modding feedback wanted
 
Apart from general expansion of unit #attribute commands (#summonallies especially), the improvement I'd most like to see would be full spell modding, that includes the ability to create and insert completely new spells and rituals into the game.

[ March 07, 2004, 21:28: Message edited by: Potatoman ]

Davidious March 9th, 2004 02:00 AM

Re: Modding feedback wanted
 
most of the stuff I wanted in has already been mentioned so I'll just answer this one...

Quote:

Originally posted by Teraswaerto:
Also, when giving random magic/sorcery/elemental picks, it should be possible to make some or all of them linked so they are always from the same path. For example 3 sorcery could be set always to be 2/1, and so forth.
<font size="2" face="sans-serif, arial, verdana">You can already basically do that.

#magicskill 52 2
#magicskill 52 1

That gives a random level 2 skill in sorcery and a random 1 skill (it is random so it could add together to make a 3 sometimes). So that would always give you either a 2/1 or a 3 (if the Last random turns out to be the same magic path).

So this:

#magicskill 52 1
#magicskill 52 1
#magicskill 52 1

would be three (3) random 1 skills so it could turn out to be:

1/1/1
2/1
3

Johan K March 9th, 2004 02:49 AM

Re: Modding feedback wanted
 
Quote:

Originally posted by Morag:

-Susceptible to fire/cold, maybe shock/poison too.

<font size="2" face="sans-serif, arial, verdana">To do that use something like:
#fireres -100

[ March 08, 2004, 12:50: Message edited by: Johan K ]

PDF March 9th, 2004 02:56 AM

Re: Modding feedback wanted
 
Maybe it's only partly mod-related, but I'd find useful to be able to make "persistent" Pretender designs for AI use. Currently one can only hardcode pretenders in scenarios.

The AI pretenders are way too much magic oriented (not unusual to see path-9 + path-8 types), and take crap scales. As the AI doesn't make corresponding heavy use of blessed units it gives AI nations a pretty bad start...

Saber Cherry March 9th, 2004 05:15 AM

Re: Modding feedback wanted
 
Quote:

Originally posted by Davidious:
most of the stuff I wanted in has already been mentioned so I'll just answer this one...

</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Teraswaerto:
Also, when giving random magic/sorcery/elemental picks, it should be possible to make some or all of them linked so they are always from the same path. For example 3 sorcery could be set always to be 2/1, and so forth.

<font size="2" face="sans-serif, arial, verdana">You can already basically do that.

#magicskill 52 2
#magicskill 52 1

That gives a random level 2 skill in sorcery and a random 1 skill (it is random so it could add together to make a 3 sometimes). So that would always give you either a 2/1 or a 3 (if the Last random turns out to be the same magic path).

So this:

#magicskill 52 1
#magicskill 52 1
#magicskill 52 1

would be three (3) random 1 skills so it could turn out to be:

1/1/1
2/1
3
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Great!

...it would be even better if it was documented. http://forum.shrapnelgames.com/images/icons/tongue.gif

Davidious March 9th, 2004 06:00 AM

Re: Modding feedback wanted
 
Quote:

Originally posted by Saber Cherry:
Great!

...it would be even better if it was documented. http://forum.shrapnelgames.com/images/icons/tongue.gif

<font size="2" face="sans-serif, arial, verdana">lol... true, true

but awesome as this game is that could be said for oh so many aspects of the game http://forum.shrapnelgames.com/images/icons/tongue.gif

Zeikko March 9th, 2004 08:39 AM

Re: Modding feedback wanted
 
Is it possible to add own sound effects on weapons. If not, it's need to have feature.

tka March 9th, 2004 05:20 PM

Re: Modding feedback wanted
 
Quote:

Originally posted by Johan K:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Morag:

-Susceptible to fire/cold, maybe shock/poison too.

<font size="2" face="sans-serif, arial, verdana">To do that use something like:
#fireres -100
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">It doesn't work, I tried...


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