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Re: New mod commands
Hmm. I hven't tried this but #ressize 0 might work for that.
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Re: New mod commands
From the progress page:
28th june * Monster modding: #cold and #heat takes an area variable. |
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. |
Re: New mod commands
1 Attachment(s)
Quote:
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. |
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. |
Re: New mod commands
Endo, I just saw that message and attachment. Thanks. http://forum.shrapnelgames.com/images/smilies/happy.gif
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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. |
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
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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 |
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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