.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Scenarios, Maps and Mods (http://forum.shrapnelgames.com/forumdisplay.php?f=146)
-   -   Modding Help (http://forum.shrapnelgames.com/showthread.php?t=42558)

Jazzepi March 15th, 2009 11:10 AM

Re: Modding Help
 
Burn, I tried to implement the magic solution you gave me to the explosion thing.

Unfortunately, I want these units to explode, and they're recruits, not commanders. Does it matter? Can you still give a non-commander the ability to self-buff as is described in your post?

Jazzepi

Jazzepi March 15th, 2009 11:15 AM

Re: Modding Help
 
Argh.

Is there a list of fortresses anywhere? I'd be looking for these items of information.

Admin, Storage, Time to Build, Cost, Defense, and what the picture looks like

Maybe I'll do this for the community if no one else has.

Jazzepi

Burnsaber March 15th, 2009 11:23 AM

Re: Modding Help
 
Quote:

Originally Posted by Jazzepi (Post 680076)
Burn, I tried to implement the magic solution you gave me to the explosion thing.

Unfortunately, I want these units to explode, and they're recruits, not commanders. Does it matter? Can you still give a non-commander the ability to self-buff as is described in your post?
Jazzepi

Unofrtunately the spell I posted is a spell that causes the unit to explode and thus needs to be casted, by a mage. You can't mod a spell like that unfortunately. Closest I can think of is making a spell that gives them the "Inner Sun" effect, but that's not probably what you're after.

You could give them secondshape with very low HP, but like gazabillion defense and resistance (so that they don't get struck down before they have chance to attack) and give them attack that will make them oneshot themselves.


Quote:

Originally Posted by Jazzepi (Post 680078)
Argh.

Is there a list of fortresses anywhere? I'd be looking for these items of information.

Admin, Storage, Time to Build, Cost, Defense, and what the picture looks like

Maybe I'll do this for the community if no one else has.

Jazzepi

The fortresses are in the DomDB.

Jazzepi March 15th, 2009 11:38 AM

Re: Modding Help
 
Thanks, I didn't even think to look there.

Quote:

You could give them secondshape with very low HP, but like gazabillion defense and resistance (so that they don't get struck down before they have chance to attack) and give them attack that will make them oneshot themselves.
I think I'll just give them poison armor. It's not quite what I'd like, but it'll do. Maybe I'll give the nation a magic spell that buffs their units to explode. That could be even cooler ;)

I'm having a strange problem. The units in this nation I'm working on are idealistically all suppose to start out at age 0, with a small final age, to represent the fact that they don't live very long. Say, 10-15 years. Unfortunately when I set it to age zero, and then I have a mage with magic paths it gives them a ton more years then they should have. Also, the normal recruitable units with no magic paths have age 2, which is more than I would like. I want them to be like the Orcs from lord of the rings, born from those breeding vats and ready the fight the moment they arise from the earth-womb.

Jazzepi

rdonj March 15th, 2009 11:48 AM

Re: Modding Help
 
Not to interrupt jazzepi's questions, but I could use some modding help real quick and I'd rather not clutter up the forum with threads for easy questions.

Someone I know made a mod using this as a weapon:

#newweapon 624
#name "Leech drain"
#copystats 63
#nratt 6
#end

63 looks to be the basic life drain weapon, but the end result does not actually drain life. Since there is no "life drain" damage type I'm not sure how to make something like this work if it will not in present form. Any ideas?

Jazzepi March 15th, 2009 12:05 PM

Re: Modding Help
 
Quote:

Originally Posted by rdonj (Post 680082)
Not to interrupt jazzepi's questions, but I could use some modding help real quick and I'd rather not clutter up the forum with threads for easy questions.

Someone I know made a mod using this as a weapon:

#newweapon 624
#name "Leech drain"
#copystats 63
#nratt 6
#end

63 looks to be the basic life drain weapon, but the end result does not actually drain life. Since there is no "life drain" damage type I'm not sure how to make something like this work if it will not in present form. Any ideas?

You probably need to do this.

Make a weapon.

Then give that weapon 63 as a secondary effect. I bet life drain works like poison does.

Jazzepi

Endoperez March 15th, 2009 12:05 PM

Re: Modding Help
 
Quote:

Originally Posted by Jazzepi (Post 680081)
I think I'll just give them poison armor. It's not quite what I'd like, but it'll do. Maybe I'll give the nation a magic spell that buffs their units to explode. That could be even cooler ;)


I'm having a strange problem. The units in this nation I'm working on are idealistically all suppose to start out at age 0, with a small final age, to represent the fact that they don't live very long.

LA Agartha can create Flame Corpses, which explode on death. You might be able to use them somehow.

#older accepts negative value, making units younger.

Burnsaber March 15th, 2009 12:06 PM

Re: Modding Help
 
Quote:

Originally Posted by rdonj (Post 680082)
Not to interrupt jazzepi's questions, but I could use some modding help real quick and I'd rather not clutter up the forum with threads for easy questions.

Someone I know made a mod using this as a weapon:

#newweapon 624
#name "Leech drain"
#copystats 63
#nratt 6
#end

63 looks to be the basic life drain weapon, but the end result does not actually drain life. Since there is no "life drain" damage type I'm not sure how to make something like this work if it will not in present form. Any ideas?

There is no #copystats or (#copyweapon or something) in weapon modding. You could make the weapon have weapon 63 as a secondaryeffect.

Jazzepi March 15th, 2009 12:08 PM

Re: Modding Help
 
Quote:

Originally Posted by Endoperez (Post 680088)
Quote:

Originally Posted by Jazzepi (Post 680081)
I think I'll just give them poison armor. It's not quite what I'd like, but it'll do. Maybe I'll give the nation a magic spell that buffs their units to explode. That could be even cooler ;)


I'm having a strange problem. The units in this nation I'm working on are idealistically all suppose to start out at age 0, with a small final age, to represent the fact that they don't live very long.

LA Agartha can create Flame Corpses, which explode on death. You might be able to use them somehow.

No way :D

I'm going to check this out right now. Haha! They work. I used copystats and I got the explosion effect.

Is there any way to clear the undead/mindless/lifess/never heals/cold resistance 100 status from them? I tried using #clearspec and #clear but if I do that I lose the explosion part.

Looks like I can just give them -100 cold resistance after doing the copying, but I'm stuck with the undead junk :(

Maybe I can fit it into the nation's theme ;)

Jazzepi

rdonj March 15th, 2009 12:14 PM

Re: Modding Help
 
Quote:

Originally Posted by Burnsaber (Post 680089)
Quote:

Originally Posted by rdonj (Post 680082)
Not to interrupt jazzepi's questions, but I could use some modding help real quick and I'd rather not clutter up the forum with threads for easy questions.

Someone I know made a mod using this as a weapon:

#newweapon 624
#name "Leech drain"
#copystats 63
#nratt 6
#end

63 looks to be the basic life drain weapon, but the end result does not actually drain life. Since there is no "life drain" damage type I'm not sure how to make something like this work if it will not in present form. Any ideas?

There is no #copystats or (#copyweapon or something) in weapon modding. You could make the weapon have weapon 63 as a secondaryeffect.

That'll teach me to post while tired....


All times are GMT -4. The time now is 04:25 PM.

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