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-   -   Wishlist: Modding shortlist (http://forum.shrapnelgames.com/showthread.php?t=38657)

chrispedersen February 10th, 2009 12:07 PM

Re: Modding shortlist
 
Extended Random Events.

The current random events are limited to 4. Rather than change the code, I'd like to extend it, and I'd like to make it user moddable.

The idea I envision is that these extended luck events are an additional luck event that would only occur after they become turn eligible, and only if provinces have been denied luck events due to the 4 cap.

(Actually, I'd prefer to change the whole mechanism, but this might be easier or a good first step).


I'd like random events to draw from a list (preferably text) like mercenaries do.

Something like the following format:

ScaleMask: ABCDEF Where each ABC... are numbers corresponding to scales.

Terrain Mask: Bit Map corresponding to required terrains.

CommanderSummon1: Commander Summoned.
CommanderSummon2: Ditto.
UnitSummon1: Unit number summoned.
UnitNumbers: How many to summon.
UnitSummon2:
UnitSummon3:

SpellCast: Spell number
SpellParam1:
SpellParam2:

ChangeScale: Mask to change scales. So for example 100000
would increase Turmoil 1.


CapitolEligible: Can this event occur on the capitol province.

TurnStart: What turn the event can occur on.
TurnEnd: What turn the event can no longer occur on.
EventMsg: Text to be displayed on players screen

TempleLabFort: 3 bit mask. 1 turns on, 0 turns off.

AddSite: Site Number.

lch February 12th, 2009 06:49 PM

Re: Modding shortlist
 
Quote:

Originally Posted by Burnsaber (Post 672884)
Just thought of this. Would be a cool way to introduce nation in a deeper level to the game.

Mercenary Modding

#addgroup - adds new group of mercenaries
#name "name" - declares the name of the group
#leader [mon nmbr] - declares who commands the mercenaries
#troops [amount] [mon nmbr] - first number declares how many troops and the other what the monsters are
#startcost [amount] - How much money will they ask when they are available.
#end - always at the end of #addgroup

EricM used a similar modding-inspired way to present his data on mercs, here:
http://forum.shrapnelgames.com/showp...4&postcount=36

No, you can't use those modding commands. ;)

And most stuff in Dom3 is hardcoded instead of being read from some table, so it's hard to make it accessible to modding. There still isn't much that you can do with spell modding, for example, because it's mostly hardcoded.

chrispedersen February 13th, 2009 02:21 PM

Re: Modding shortlist
 
#airbreath

Give a unit the ability to let water breathers breath on land.
Alternately it you could use a negative number with waterbreath


Also, it would be nice if all tags could be used on magic items and sites. Enter to gain water breathing, for example

But J/K and KO - I really think you have seen the enthusiasm of modders. If you opened up the primitives so others could extend with code.. .I think popularity would continue to cincrease as others cotiued to extend the game. So that would be my number 1 choice = )

lch February 13th, 2009 02:44 PM

Re: Modding shortlist
 
Quote:

Originally Posted by chrispedersen (Post 674275)
Also, it would be nice if all tags could be used on magic items and sites. Enter to gain water breathing, for example

I don't think there will be tags for all the effects there are, ever.

But I'd like to have a variable tag for effects on items and units. I know about pretty much all the effect IDs and what they do, and I'll document them so that modders can use them. That would instantly open up some really interesting opportunities for modding.

chrispedersen February 16th, 2009 05:31 AM

Re: Modding shortlist
 
Quote:

Originally Posted by lch (Post 674280)
Quote:

Originally Posted by chrispedersen (Post 674275)
Also, it would be nice if all tags could be used on magic items and sites. Enter to gain water breathing, for example

I don't think there will be tags for all the effects there are, ever.

But I'd like to have a variable tag for effects on items and units. I know about pretty much all the effect IDs and what they do, and I'll document them so that modders can use them. That would instantly open up some really interesting opportunities for modding.

I'm having problems with effect 137.. I can't seem to make it entangle with aoe.

lch February 19th, 2009 04:30 AM

Re: Modding shortlist
 
Quote:

Originally Posted by chrispedersen (Post 674705)
I'm having problems with effect 137.. I can't seem to make it entangle with aoe.

I'm not sure if we're talking with the same terminology here, but for me entangle like given by the Vine Shield is effect number 128, while 137 is used by items for assassination attempt. I didn't look into what the spells use yet.

Jazzepi March 11th, 2009 09:06 PM

Re: Modding shortlist
 
I'd really like to see a general tag #domEffect <% chance that it happens per candle> <effect number from spell list> that would allow you to add, or take away, effects created by the dominion. So that you could create a dominion that not only diseases enemies, but maybe you could make a dominion that heals enemies, and allies. Or maybe one that slowly makes your commanders/troops more experienced, or that occasionally turns people into werewolves.

It would have the #clear functions of other tags which would allow you to take LA Ermor, clear the nation of the pop-kill, and then add in your own.

You'd also be able to #domPopGrowth <% amount> <per this many candles, rounded up>, #domGoldIncome, #domResourcesIncome, #domGemIncome which would allow you to increase or decrease things under the dominion of the controller by a given percentage point. You just use negative for decrease and positive for increase. You could also specify the number of candles needed for a stronger effect. Maybe you have to reach Dom 10 to get %5 more gems from your sites.

This would allow you to easily replicate C'Tis miasma with #domEffect and then some disease effect from the spell list + #domGoldIncome 1 1 which would give you 1% increase in income per 1 candle.

Just a thought!

Jazzepi

Jazzepi March 15th, 2009 11:48 AM

Re: Modding shortlist
 
I have a simple one this time D:

I'd really like to be able to add an effect that goes off "on death" centered at the unit that dies.
Code:

#ondeath (effect #) (size) (percent chance)
Jazzepi

chrispedersen March 16th, 2009 12:27 PM

Re: Modding shortlist
 
well, there probably is one. Pearls of vengeance blow up when you die.

lch March 17th, 2009 03:58 AM

Re: Modding shortlist
 
Again, I don't really know if you can use generic spell/item effect values... Do you? In that case, 135 is the one from amulet of vengeance and 204 is the death wail of R'lyeh's more powerful units.

pyg March 17th, 2009 01:33 PM

Re: Modding shortlist
 
I'd like to have more headroom in adding mod objects. In particular the limited number of newspells (144 - 3.23 additions) allowed doesn't let me play all the mod nations I want + Mytheolgy/Antilarium + CPCS + Holy Wars, etc. In fact Mytheology/Antilarium + CPCS leaves >20 newspells for other mods. The number of images (<1000) in a mod is tight unless splitting them up works. The limit of newmonsters is also a limit to the number of mod nations that can be played together. New weapons are very popular with modders, but there is still room even with a lot of mods. More custom nametype tables would be nice.

So how many pearls does all this cost?

Burnsaber March 17th, 2009 03:50 PM

Re: Modding shortlist
 
Quote:

Originally Posted by pyg (Post 680575)
I'd like to have more headroom in adding mod objects. In particular the limited number of newspells (144 - 3.23 additions) allowed doesn't let me play all the mod nations I want + Mytheolgy/Antilarium + CPCS + Holy Wars, etc. In fact Mytheology/Antilarium + CPCS leaves >20 newspells for other mods. The number of images (<1000) in a mod is tight unless splitting them up works. The limit of newmonsters is also a limit to the number of mod nations that can be played together. New weapons are very popular with modders, but there is still room even with a lot of mods. More custom nametype tables would be nice.

So how many pearls does all this cost?

I concur with Pyg with full strenght of my heart. I was simply devastated when I learned that newspells had a limit of 144 spells. I knew that supply wasn't endless, but only 144.. Damn. Just when I was really starting to get the hang of the cool stuff you can do with chained #nextspells.

I have a spell in CPCS "Curse of the Four Horsemen" that I just now realized takes 5 spells slots. I immediately started to think "Can I afford it?" do I need to change it? But it's working thematically and nicely now. I don't want to castrate my baby! :(

I can work with the other limitations, but this kinda brought me down. I'll probably have to tone down the amount (and quality.. nextspells are my foe now!) of spells I was intending to add to Holy War.

Jazzepi March 17th, 2009 04:07 PM

Re: Modding shortlist
 
Quote:

I have a spell in CPCS "Curse of the Four Horsemen" that I just now realized takes 5 spells slots. I immediately started to think "Can I afford it?" do I need to change it? But it's working thematically and nicely now. I don't want to castrate my baby!
I say the same thing to myself every night before I go to sleep.

Jazzepi

Sombre March 18th, 2009 05:51 AM

Re: Modding shortlist
 
If you're having trouble with running low on spell slots make a mod for each era specifically and overwrite some of the national spells in that era if possible. Then again I guess you wouldn't get that many extra slots from that.

llamabeast March 18th, 2009 06:10 AM

Re: Modding shortlist
 
Surely you should overwrite national spells from other eras?

lch March 18th, 2009 06:40 AM

Re: Modding shortlist
 
As Sombre said, it isn't too much. Here's the list of national spells by nation:

Code:

0 - [160, 811]
1 - []
2 - [157, 158]
3 - [799, 800, 811]
4 - [193, 194, 803]
5 - [187, 188, 189, 190, 191, 192, 193, 194, 775, 808, 810]
6 - []
7 - [175, 176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 806]
8 - [767, 769, 773]
9 - [165, 761]
10 - [161, 162, 163, 164, 768]
11 - [145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 156, 811]
12 - [222, 224, 225]
13 - [141, 142, 143, 797]
14 - [794, 795, 801, 802]
15 - []
16 - [172]
17 - [173, 174]
18 - [195, 197, 198, 199, 201, 203, 205, 206, 774, 793, 809]
19 - [208, 210, 212, 213, 214, 216, 217, 771, 772, 850, 857]
20 - [845, 846, 847, 848, 849]
21 - [781]
22 - []
23 - []
24 - []
25 - []
26 - []
27 - [160, 811]
28 - [102, 103, 104, 105, 106, 107, 108, 109, 110, 111, 112, 113]
29 - [166, 167, 168, 169]
30 - [141, 142, 143, 794, 795, 796]
31 - [157, 770, 832, 833, 834]
32 - [166, 167, 168, 169, 274]
33 - [175, 176, 177, 178, 179, 180, 181, 182, 184, 185, 186, 806]
34 - [187, 189, 190, 192, 775, 807, 808, 810]
35 - []
36 - [222, 226, 227, 228, 229, 234]
37 - [767, 769, 773]
38 - [165, 761]
39 - [161, 162, 163, 164, 768]
40 - [145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 156, 811]
41 - [172]
42 - [173, 174]
43 - [195, 196, 197, 198, 199, 200, 201, 202, 203, 204, 205, 206, 774, 782, 783, 784, 785, 786, 787, 788, 789, 790, 791, 792, 793, 809]
44 - [207, 209, 210, 211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 857]
45 - [837, 838, 839, 840, 841, 842, 843, 844, 846, 847, 848, 849]
46 - [781]
47 - []
48 - []
49 - [160, 811]
50 - [102, 103, 104, 105, 106, 107, 108, 110, 111, 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131]
51 - [794, 795, 796, 798]
52 - [157, 158, 159, 770, 832, 833]
53 - [166, 167, 168, 169, 170, 171, 274]
54 - [175, 176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 806]
55 - [187, 189, 190, 192, 193, 194, 775, 808]
56 - [207, 208, 209, 210, 211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 851, 852, 853, 854, 855, 856, 857, 858, 859, 860, 861, 862, 863]
57 - [222, 230, 231, 232, 233, 234, 235, 236, 237, 238]
58 - [767, 773, 830, 831]
59 - [165, 761]
60 - [132, 133, 134, 135, 136, 137, 138, 139, 140, 162, 163, 164, 768]
61 - [145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 156]
62 - [172]
63 - [173, 174]
64 - [195, 197, 198, 199, 201, 203, 205, 206, 782, 783, 784, 785, 786, 787, 788, 789, 790, 791, 792, 793, 809]
65 - [836, 839, 840, 841, 842, 843, 844, 846, 847, 848, 849]
66 - [765, 781]
67 - [239, 240]
68 - [782, 783, 784, 785, 786, 787, 788, 789, 790, 791, 792]
69 - [141, 142, 143, 797]
70 - [803, 804, 805]
71 - [813, 814, 815, 816, 817, 818, 819, 820, 821, 822, 823, 824, 825, 826, 827]

Fishing out spells that are unique to an era and not used across multiple ones, this leaves the following to overwrite:
  • EA: [102, 103, 104, 105, 106, 107, 108, 109, 110, 111, 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 159, 166, 167, 168, 169, 170, 171, 196, 200, 202, 204, 207, 209, 211, 215, 218, 219, 220, 221, 226, 227, 228, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, 765, 770, 274, 796, 798, 804, 805, 807, 813, 814, 815, 816, 817, 818, 819, 820, 821, 822, 823, 824, 825, 826, 827, 830, 831, 832, 833, 834, 836, 837, 838, 839, 840, 841, 842, 843, 844, 851, 852, 853, 854, 855, 856, 858, 859, 860, 861, 862, 863]
  • MA: [114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 158, 159, 170, 171, 183, 188, 191, 193, 194, 208, 224, 225, 230, 231, 232, 233, 235, 236, 237, 238, 239, 240, 765, 771, 772, 798, 799, 800, 801, 802, 803, 804, 805, 813, 814, 815, 816, 817, 818, 819, 820, 821, 822, 823, 824, 825, 826, 827, 830, 831, 836, 845, 850, 851, 852, 853, 854, 855, 856, 858, 859, 860, 861, 862, 863]
  • LA: [769, 771, 772, 774, 141, 142, 143, 797, 799, 800, 161, 802, 807, 810, 188, 191, 834, 196, 837, 838, 801, 200, 202, 204, 845, 850, 224, 225, 226, 227, 228, 229, 109]

pyg March 18th, 2009 07:56 AM

Re: Modding shortlist
 
I'm a big fat [US]American and I want more :) Seriously, my wish is still for more number room for mods all over. Most of what I have been playing with puts all the original nations in the game plus as many mod nations as will fit (more more more).

Thanks for codediving lch. Nice formating too, I just pasted it right into DMG. I can implement this as a workaround but I am unenthusiastic.

Edi March 18th, 2009 08:10 AM

Re: Modding shortlist
 
Nation number increases are unlikely, as doing that will start breaking things that cannot be easily fixed. No idea about the spell and item limits and whether those can be increased.

Sombre March 18th, 2009 09:26 AM

Re: Modding shortlist
 
Quote:

Originally Posted by llamabeast (Post 680792)
Surely you should overwrite national spells from other eras?

Yeah that's what I meant.

lch March 20th, 2009 10:10 PM

Re: Modding shortlist
 
Quote:

Originally Posted by lch (Post 680795)
As Sombre said, it isn't too much. Here's the list of national spells by nation:

My apologies, the list posted is slightly off: Spell number 811 (Monster Boar) is a national spell for nation 61 (LA Pangaea), too. The lists with overwritable spell numbers that I posted don't change, since it's already been removed because of being a national spell of LA Arco, too.

chrispedersen March 21st, 2009 07:50 AM

Re: Modding shortlist
 
A button on the screen Goto would be *very* useful.

After you press it, you enter the province #. And then it centers the map on that province.

Goto 24
Goto 45
Goto 96

If you really wanted to make it neat, you could also use names
Goto isle of Lch
Goto Balbarian Swamps

And if you wanted to make it super amazing, it would also work if you entered a commander name (cycling through all commanders / provinces with the same name.

Goto Halmyra.


Very useful on large maps where you have no idea where the province is

llamabeast March 21st, 2009 07:56 AM

Re: Modding shortlist
 
Hmm, I think this already exists, but I can't remember what the key is...

Okay yep got it. Try pressing the # key.

Sombre March 21st, 2009 08:16 AM

Re: Modding shortlist
 
That's not a modding thing anyway, that's just a UI wish.

Psientist March 22nd, 2009 10:13 AM

Re: Modding shortlist
 
SOrry if this is the wrong thread...

- A bug report: if you "#copyspr" the Jade Mask (which is restricted to one nation), any item you copy it to also becomes restricted (even if it has no such restrictions in the mod)

And few requests, or votes for existing mod requests in future patches -
- the ability to create sprites for #newitems
- #onebattlespell for #newitems or #newweapons
- #ritualspell for #newitems

pyg March 22nd, 2009 12:11 PM

Re: Modding shortlist
 
So I've tried to implement overwriting national spells without success perhaps due to not knowing enough about modding. Anyway I tried #selectspell 109 followed by #clear followed by the content of the new spell to #end. I get a name2spell crash every time. Any tips?

Also it doesn't seem possible to force a spell number on creating newspells. #newspell, unlike every other new mod object command, does not take a numerical unit id argument. Just #selectspell 999 followed by the spell to #end doesn't show up in research. This is OK as I can just count off 136 #newspells before overwriting national ones if I can ever get that to work. Why? Am I missing something?

Currently one cannot play Mytheology/Antilarium + CPCS + Holy War even after removing the Antilarium GoR spells which seems like a reasonable desire... well, I really want to anyway.

Apologies for hijacking the thread somewhat.

lch March 22nd, 2009 12:59 PM

Re: Modding shortlist
 
Quote:

Originally Posted by pyg (Post 681630)
So I've tried to implement overwriting national spells without success perhaps due to not knowing enough about modding. Anyway I tried #selectspell 109 followed by #clear followed by the content of the new spell to #end. I get a name2spell crash every time. Any tips?

You have to select them by name, not number. Which is a problem, because there may be more than one spell by the same name. Spells are being references by name, not number, everywhere, in the unit and item data as well. On the other hand, in your specific case, they should probably have the same restrictions, so if you chose to overwrite one of them, you'll probably want to overwrite all of them, and you should be able to do that if you change their names while doing so.

Quote:

Originally Posted by pyg (Post 681630)
Also it doesn't seem possible to force a spell number on creating newspells.

Correct.

lch March 22nd, 2009 01:03 PM

Re: Modding shortlist
 
Quote:

Originally Posted by Psientist (Post 681607)
- A bug report: if you "#copyspr" the Jade Mask (which is restricted to one nation), any item you copy it to also becomes restricted (even if it has no such restrictions in the mod)

I was wondering where the restriction kicks in, because there's nothing in the item data. Thanks for reporting that it's done by sprite ID. How funky! :) Some other things are tied in a strange way. For example, the Forbidden Light effect that raises Astral and Fire magic by 2 also draws in Horror assassinations.

Zeldor March 25th, 2009 02:02 PM

Re: Modding shortlist
 
I still want to get moddable summoning magic sites. All of them in vanilla are very weak. And getting some tough summoning sites would be great for mapmaker.

Psientist March 26th, 2009 04:09 PM

Re: Modding shortlist
 
Quote:

Currently one cannot play Mytheology/Antilarium + CPCS + Holy War even after removing the Antilarium GoR spells which seems like a reasonable desire... well, I really want to anyway.
I"ve posted an updated antilarium w/out the GoR spells... if they still conflict with Holy War or CPCS, it's probably unit/item number conflicts...

Burnsaber March 26th, 2009 11:58 PM

Re: Modding shortlist
 
Quote:

Originally Posted by Psientist (Post 682366)
Quote:

Currently one cannot play Mytheology/Antilarium + CPCS + Holy War even after removing the Antilarium GoR spells which seems like a reasonable desire... well, I really want to anyway.
I"ve posted an updated antilarium w/out the GoR spells... if they still conflict with Holy War or CPCS, it's probably unit/item number conflicts...

Likely not, since neither CPCS nor Holy War: Divine uses any "numbers". They just add spells. But CPCS probably uses something like 70 spells slots, which is quite.. genereous portion of the available 136 slots.

I don't how many spells does Antilarium/ Mytheology add, but all of these mods (CPCS + HW: D + Antilarium + Mytheology) mentioned herein will probably go over the limit.

pyg April 1st, 2009 11:15 AM

Re: Modding shortlist
 
Quote:

Originally Posted by lch (Post 681636)
Quote:

Originally Posted by pyg (Post 681630)
So I've tried to implement overwriting national spells without success perhaps due to not knowing enough about modding. Anyway I tried #selectspell 109 followed by #clear followed by the content of the new spell to #end. I get a name2spell crash every time. Any tips?

You have to select them by name, not number. Which is a problem, because there may be more than one spell by the same name. Spells are being references by name, not number, everywhere, in the unit and item data as well. On the other hand, in your specific case, they should probably have the same restrictions, so if you chose to overwrite one of them, you'll probably want to overwrite all of them, and you should be able to do that if you change their names while doing so.

So that nice list of national spell numbers doesn't really help me as I need a nice list of national spell names right?

Endoperez April 1st, 2009 12:31 PM

Re: Modding shortlist
 
Which spell gave you that message? If the game crashes because something tries to use the spell that doesn't exist any more, you might get by by changing whatever it is that causes the message. Unless you used Holy Pyre it can't be an item IIRC, ritual summon spells can't be #onebattlespells and probably won't be referenced by units, and if it's the nation itself that's calling the spell, it might go away by #selectnation, #clear.

I hope it's that easy. You have interesting projects, and it'd be a pity if you couldn't complete them.

Stavis_L October 12th, 2009 04:40 PM

Re: Modding shortlist
 
Hope this thread's still monitored...

Anyway, Ich reported in this thread http://forum.shrapnelgames.com/showthread.php?t=44045

...that the "parser" can handle 2500 char descriptions for nations and units. However, the actual in-game limit for mod #descr values appears to be 999 chars (some in-game nations, e.g. LA Caelum exceed this, presumably because they are not read in like mods.) It would be nice to allow the full available length for descriptive text.

Burnsaber October 13th, 2009 12:33 AM

Re: Modding shortlist
 
I think that the two most critical (for me) aspects that are missing are:

1) Fort modding. Like:

#newfort "number"
#name, #pic, #admin, #gcost, #def, #supply, #buildtime, #battleground (this would state which vanilla fort battleground will the modded fort use), #uw
#end

It'd be nice if I could make Dwarves have especially good castles or Bretonnia to get regular castles cheaper (just for example!)

2) UW/coast/land recruitrosters, like this:

#uwrecruit
#addrecunit,#addreccom
#end

#landrecruit
#addrecunit,#addreccom
#end

#coastalrecruit
#addrecunit,#addreccom
#end

-The things I could do with those commands! I could expand UWGIM with all sorts of nice stuff. How about some black plated shambler infantry for Ulm in UW forts? Besides, the current ways to edit these rosters are pretty non-excistent. I managed to somewhat edit them for UWGIM, but it was work-intesive and I was heavily limited in what I could do. The "hackish" ways I had to usee also made the mod quite MP-unfriendly and complicated.

Stavis_L October 13th, 2009 08:46 AM

Re: Modding shortlist
 
BTW, the shortlist is in need of update. The following wished-for features have been granted over the various patches by the kindly devs:

MONSTER MODDING

* #landshape [monster nbr]
* #watershape [monster nbr]
* #forestshape [monster nbr]
* #plainshape [monster nbr]
* #heat [value]
* #cold [value]
* #stormimmune
* #unique
* #beckon [value]
* #affliction [bitmask] [chance] --> implemented as #startaff [percent]
* #stonebeing
* #bloodvengeance [strength]
* #leper

WEAPON MODDING

* #range (suggestion for negatives to indicate strength based is implemented)
* #mrnegates
* #mrnegateseasily
* #dt_small
* #dt_large
* #dt_construct --> not implemented, but can be simulated with #secondaryeffect and #dt_constructonly
* #dt_magic
* #dt_demononly
* #dt_constructonly
* #mind
* #dt_raise

NATION MODDING

* #undeadnation --> implemented as #autoundead, #zombiereanim, #horsereanim, #manikinreanim, #tombwyrmreanim, and #wightreanim
* #addpretender [monster nbr] --> implemented as #restrictedgod [nation nbr] in monster modding
* #killingdominion [multiplier] --> implemented as #domkill [value]
* #templecost [value]
* #labcost

MAGIC SITE MODDING

* #mon [monster nbr]
* #com [monster nbr]
* #increase_[scale] [+/-1] --> implemented as #incscale [scale] / #decscale [scale]

Sombre October 13th, 2009 10:58 AM

Re: Modding shortlist
 
Quote:

Originally Posted by Stavis_L (Post 714515)

* #affliction [bitmask] [chance] --> implemented as #startaff [percent]
* #mrnegates
* #mrnegateseasily
* #dt_construct --> not implemented, but can be simulated with #secondaryeffect and #dt_constructonly
* #dt_magic
* #dt_demononly
* #mind

NATION MODDING

* #addpretender [monster nbr] --> implemented as #restrictedgod [nation nbr] in monster modding

The above, at least, should still be on the shortlist as they are not truly implemented afaik. I don't have the mod manual in front of me right now though.

Stavis_L October 13th, 2009 01:41 PM

Re: Modding shortlist
 
Quote:

Originally Posted by Sombre (Post 714538)
Quote:

Originally Posted by Stavis_L (Post 714515)

* #affliction [bitmask] [chance] --> implemented as #startaff [percent]
* #mrnegates
* #mrnegateseasily
* #dt_construct --> not implemented, but can be simulated with #secondaryeffect and #dt_constructonly
* #dt_magic
* #dt_demononly
* #mind

NATION MODDING

* #addpretender [monster nbr] --> implemented as #restrictedgod [nation nbr] in monster modding

The above, at least, should still be on the shortlist as they are not truly implemented afaik. I don't have the mod manual in front of me right now though.

Hrm...I was going by the documentation in the modding manual that comes with the 3.23b patch, on the presumption that anything documented there would no longer be a wish-list item, but rather a bug-fix request if it's not working. I have not personally tried all of the above commands. Where the (documented) implementation deviates from the request, I've indicated (but perhaps you're right, and those should be left as reminders; I'm thinking that they're a lot less likely to get attention if they've already been visited once and not fully implemented, though.)

HoneyBadger October 13th, 2009 04:05 PM

Re: Modding shortlist
 
I'd like to see #wasteshape for wastelands, #desertshape for deserts, #swampshape for swamps, #caveshape for caves, and #mountainshape for mountains. A #cityshape might be interesting, too, for when a unit is inside a Fortress.

Possibly also a #seigeshape/#wallshape, that would only occur in battle, when the unit is either storming, or defending, a seiged castle, respectively.

I'd also like to see a Stronger in Caves ability. Speaking of caves, it would be nice if there were such things as magma caves and ice caves, as occur in nature, and if they had some kind of special identity/ability as such.

Also, a Stronger Enspelled/Weaker Enspelled ability, that would cause a unit to become stronger or weaker while under the influence of an enhancement spell, such as Air Shield etc.

I'd like the ability to make forgings unique--so that we can make new artifacts, in other words. Not sure if it's been added to this list yet.

Something else that I'm not sure has been listed is adding the ability to swallow victims. I think the monster fish does that... Other units may also.

I also would very much like the ability to mod/add to the gems.

How about a special touch/bite attack that turns defeated enemies into mannikins, zombies, vine-creatures, various forms of undead, etc?

Or one that has a slight chance to cause a non-commander enemy unit to transform into an assassin-type unit, later on. Like a bite attack that did the same as a lycanthrope amulet, except it has a chance of turning your unit into a rabid enemy werewolf, who then would attack his commander.

I'd also like something that would be the opposite of Awe, an ability (or weakness, whatever you want to call it), that promotes enemies to continue attacking that creature, to the exclusion of other enemies. You could call it "Revile" or something. It would make for an interesting battlefield mechanic.

Finally, I'd like to see an ability that actually makes a unit stronger, after having been struck by a certain type of magical "damage". Such as a fire elemental getting more HP after being hit by an enemy fireball, or a storm demon getting more HP after being struck by lightning. Something like Lifedrain, but defensive/passive, rather than offensive, and magical damage-based.


And more unit numbers, please!

Swan November 25th, 2009 10:10 AM

Re: Modding shortlist
 
What i would like is:
1)instead of " the use of ' ; is quicker if you have to write a lot of things
2)instead of #, / for the same reason

Gandalf Parker November 25th, 2009 10:41 AM

Re: Modding shortlist
 
Quote:

Originally Posted by Swan (Post 719583)
What i would like is:
1)instead of " the use of ' ; is quicker if you have to write a lot of things
2)instead of #, / for the same reason

You could probably set up one of the programming editors or an external program to allow you to type it in that way then convert it when exported for testing.

Swan November 25th, 2009 11:14 AM

Re: Modding shortlist
 
yes, just write that way than use find and subsistute '-->" but if it was default it would be easier

Swan November 29th, 2009 05:51 PM

Re: Modding shortlist
 
I have another request:
#enable
With this comand, you can decide if something is enabled or not e.g.
#selectmonster 1111
#enable 0
#end

now monster 1111 is not enabled, and it can't be recruited/summoned.
why i would like this comand?
1) you just downloaded a mod, but for some reason you don't want that particular unit.
now you have to delete the code, with this comand you just have to write #enable 0.
2)vanilla's unit, spell and items could be disactivated, maybe to prevent AI to recruit militia-

enable has two values: 1 and 0; 1 means enabled, 0 means not enbled; default value is 1

Gandalf Parker November 29th, 2009 06:10 PM

Re: Modding shortlist
 
I usually change # to another character to disable something without removing the code.

Swan November 29th, 2009 06:13 PM

Re: Modding shortlist
 
That's a way, but can you disable something already in the game? and don't you get errors?
Also it would be nice to be able to disable nations(so random would be like semirandom) and schools(games without conjuration)
Disabled spells would not appear on laboratory, so some spells could be disabled to "raise" spell cap.
Imho it is agood idea

Gandalf Parker November 29th, 2009 07:11 PM

Re: Modding shortlist
 
Yes you can make changes in mid game.
And as for disabling nations I would prefer they fix the commands they already have for that.

Not that I think any major changes are going to occur in Dom3 now, but I would be more interested in your idea if you added a timer factor to it. How about...
#enable 0 (off)
#enable -10 (enable up to turn 10)
#enable 20- (enable at turn 20 and thereafter)
#enable 5-10 (enable at turn 5 thru turn 10)
and a default of ON so that an enable command is not necessary for each thing done in a mod file.

That would be a nice addition to the (broken) Scenario features

Swan November 30th, 2009 01:02 PM

Re: Modding shortlist
 
Ehi, that sounds good

Professor_Dyar June 9th, 2010 11:19 PM

Re: Modding shortlist
 
Allright, I have a couple of requests:

1. I see no "Spell Modding" section in the short list of requests. I can think of a number of things I would like to see, in particular spells with variable effects (e.g. sometimes summons one monster, sometimes a different monster), or ritual spells which do multiple things at once (e.g. something like Call of the Winds that summons both a commander and units).

2. The spell modding section of the modding manual has a table of spell effects (tables 17 and 18). Supposedly, there are more spell effects, and some fan-documentation has more complete lists. Could there be a way to find some of these/get a more complete list?

Stavis_L June 10th, 2010 08:40 AM

Re: Modding shortlist
 
Quote:

Originally Posted by Professor_Dyar (Post 748424)
2. The spell modding section of the modding manual has a table of spell effects (tables 17 and 18). Supposedly, there are more spell effects, and some fan-documentation has more complete lists. Could there be a way to find some of these/get a more complete list?

Try this reference by DrPraetorius:

http://forum.shrapnelgames.com/showthread.php?t=33588

Make sure to read the whole thread, as there are lots of explanatory and additional info tidbits further along.

P.S. - if some kind mod could add this to the modding tools sticky, this question gets asked not infrequently.

DrPraetorious June 11th, 2010 09:45 AM

Re: Modding shortlist
 
I need to do a new version (for spell modding), but I have a real job and it's more fun to play :(.

Requests:
- Reserve some list of negative numbers to give nation-specific uniques.
This would need the command:
(context - nation modding)
#setunique <list #> <unit #>

Then, whatever nation you are modding, would have that unit # available for a custom summon uniques spell (i.e. Tlalocs, the Bounteous Immortals, etc. etc.)

FlyingScreenMonster October 24th, 2010 06:15 PM

Re: Modding shortlist
 
Is there any way to mod, or are there any mods out there that can modify the number of pretender design points you get for awake, dormant and imprisoned pretenders?

I kinda want to mess around in SP with a triple bless with good scales SC pretender. Is that possible at all?


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