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-   -   New mod commands (http://forum.shrapnelgames.com/showthread.php?t=39439)

Sombre June 26th, 2008 01:46 PM

Re: New mod commands
 
Hmm. I hven't tried this but #ressize 0 might work for that.

Edi June 29th, 2008 02:44 PM

Re: New mod commands
 
From the progress page:

28th june
* Monster modding: #cold and #heat takes an area variable.

PvK June 29th, 2008 06:31 PM

Re: New mod commands
 
Nice!

BTW, I could really use "dt_small" (affectionately thought of as "dt_squash" right about now. I'm starting a mod to tramplers to change the trample mechanic for some of them. DT_small already on the shortlist.

Also I'm just about finished with the first version of the spell portion of my complete magic rebalancing mod for epic/RP /army-loving purposes. I'm having a lot of fun with it.

Endoperez June 30th, 2008 03:07 AM

Re: New mod commands
 
1 Attachment(s)
Quote:

PvK said:
Nice!

BTW, I could really use "dt_small" (affectionately thought of as "dt_squash" right about now. I'm starting a mod to tramplers to change the trample mechanic for some of them. DT_small already on the shortlist.

Also I'm just about finished with the first version of the spell portion of my complete magic rebalancing mod for epic/RP /army-loving purposes. I'm having a lot of fun with it.

Nice!

If you're interested, I attached the mod with the weapon changes we discussed a while ago. I haven't changed forgeable magic weapons or resource costs, but it gives should give a good idea about the direction of the change.

Anyone else, the mod basically tries to make spears and polearms, axes and battleaxes, mauls and hammers etc weak weapons better. Feel free to try it if you're interested.

NTJedi July 8th, 2008 03:36 AM

Re: New mod commands
 

New Ability:

New modding commands which allow us to add new mercenaries into the mix of existing mercenaries would be appreciated.

PvK July 8th, 2008 07:43 PM

Re: New mod commands
 
Endo, I just saw that message and attachment. Thanks. http://forum.shrapnelgames.com/images/smilies/happy.gif

llamabeast July 9th, 2008 03:13 PM

Re: New mod commands
 
9th july
* New weapon modding commands: #dt_small, #dt_large, #dt_raise, #dt_magic, #dt_constuctonly, #dt_demononly, #mrnegates, #mrnegateseasily, #mind.
* Weapon modding: Range -1 = strength as range, -2 = str/2, etc.

Ooh! More goodies! And some good stuff for you there PvK.

#mrnegates will be really useful I think. I'm going to use it in Tomb Kings for sure.

Edi July 9th, 2008 03:50 PM

Re: New mod commands
 
At the rate Johan is going, I'm going to run out of shortlist soon! http://forum.shrapnelgames.com/image...es/biggrin.gif

Zeldor July 9th, 2008 03:54 PM

Re: New mod commands
 
Edi:

Nah, just copy other shortlists here, maybe he won't realise and code UI Improvement shortlist too and few others http://forum.shrapnelgames.com/images/smilies/happy.gif

Edi July 9th, 2008 04:01 PM

Re: New mod commands
 
*counts*

You guys do realize that, as of this typing, in the next patch we are getting 3 old mod commands significantly improved (#heat, #cold and #range) and 20 new ones?

http://koti.welho.com/ehalttun/Image...s/icon_eek.gif http://koti.welho.com/ehalttun/Image...s/icon_eek.gif


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