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Re: Reserved Enchantment Slots
Actually as far as I can tell Clearmagic was working fine for me before and now, with 3.08, it is not.
I NOW have to put #clearmagic in several times for commanders using copystats, whereas before I only had to put it in once for it to work. |
Other events
At present, effect 10042 can only send ten events, unless I'm messing up.
It'd be nice if we could send all the other events as well. |
More age manipulations
I want spells to make my units younger (other than the caster.)
I tried fiddling with various #spec for effect 10101 (youth), and no dice - only the caster gets younger. I can create combat spells that en-youthen my entire army with effect 101, BUT I can't get the computer to cast them. I could get around this either if I could mod the secondary effect field for spells (which we need anyway, sooner or later) or with an AI priority change for effect 101 - so that the AI would allow it to be cast in combat (presently won't do so even if scripted to do so, AFAICT.) Alternatively, a variant on effect 10041 (flames from the sky) that did age instead of hp damage, if it happens to exist by some generative rule (I tried 10151 and that wasn't it), or if it could be added, would be even better. |
younger units
I'll second that-we need spells to make other units younger. And ritual spells, not combat, because that's kind of cheezy to have people getting younger in the middle of a battle.
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Other intrinsics
I don't see these intrinsics in-game, but if they're supported in the binary and unused, I'd like to be able to mod them (on units, as opposed to spells or items):
lucky, soul vortex, mossbody. Also the different seasonal bonuses would be nice to mod (copystats also gets you animal and ethereal, among other things.) Not a priority thing, though. |
Re: Other intrinsics
Don't know if this has been mentioned, but it would be really useful if Morale set to 99 made the unit automatically be in a berserk state in battle.
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Re: Other intrinsics
Male units with #seduce (and I assume #succubus) appear to seduce other male units. I'd like to be able to make units seduc females (would be nice if male units did that by default.)
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Re: Other intrinsics
I suppose that an incubus (male succubus who seduces females) unit would not be unreasonable. I'm sure that pans or satyrs might be able to seduce the women as well.
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More ideas
Not sure how many of these have been mentioned, as I haven't read all 11 pages. Sorry if I'm repeating anyone else's ideas. Also, I realize some of these are a real handful, coding-wise to implement, but this is a 'wish'list after all.
Complete mod control of experience. Ability to change how quickly a unit gains xp (base rate), the amount of xp levels, etc. Ability to change how quickly a specific unit gains xp, such as double the base rate for an intelligent soldier, etc. Ability to add/take away different unit abilities at different experience levels. Ability to recruit what is essentially the same version of another unit, but with a lot more experience. Spells/Unit Attacks which alter experience (Such as a training spell which can boost xp of some units, or a drain xp attack for some undead creature). Commanders who can give a specific amount of xp to the troops they lead per turn. (This could be called Trainer ability) On death of unit effect, where right now we have the ability to throw in a second unit to take the place of the dead unit, I'd like it to be able to do anything. Such as spawns 4 units, or explodes per a spell (like phoenix pyre). (Essentially, any spell effect) With a specific percent chance for it to occur, imagine a type of undead revenant which has a 80% chance of rising up again. On kills a unit effect, when a unit kills another unit, any spell effect can be thrown in, so for example, imagine a soulless which makes more soulless. Or imagine a demon lord which summons an imp everytime it kills a living creature (soul stolen to imp creation effect). Or imagine a doom horror which gains a point of strength and +1% quickness for each kill it gains. Complete mod control of afflictions. What types, what they do, how many, how they are acquired, not certain effects on certain creatures (limp on a wyrm or flyer), etc. Ability to allow for multiple sprites per unit. Ex. 1 :Such as two moving sprites, or two attacking sprites, or one attack and one spell sprite. (Should be added to warrior/mage commander types) Ex. 2 :Such as a pool of various sprites, so there would be 3 to 4 variety of sprites for one unit, so you don't get that attack of the clone wars effect. Though they still keep the one base, one attack sprite. (Should be added to basic unit types) Ability to mod/create new global enchantments. (I'm pretty sure that's not in there, correct me if I'm wrong) Massive rituals, (500+ gems) ex. such as creating a summoning circle, which gives you a conjuration bonus. Either temporary or permanent. If permanent, the effect could be weak, yet stackable. ex. such as for the creation/destruction of magic sites. A dungeon type site where a hero can go (at the end of the turn you essentially get an arena like scenario, if your hero wins, you gain some prize, gems, magic item, special unit, heroic ability, exp, etc. The critter to prize ratio should be similar, so tough creatures give good prizes, but otherwise should be completely random. Once the dungeon was plundered, the site would deactive for one year, and then reactivate after the year passed, with a new critter/new prize. (I recall there are two sites similar to this, though horribly deadly, but I suppose it could be fleshed out more.) A few more energy shield types (and the ability to mod them onto any unit), similar to fireshield; Ex. Lightning shield, Astral shield, Holyfire shield (damages undead), etc. |
Re: More ideas
All I ask for is a #patrolbonus command.
I'm quite sure it isn't there. I suppose I could get around it by copying the stats of an unit with a patrol bonus, but I'd prefer to be able to give my own patrol bonuses to my units. <font color="blue">EDIT</font> I just had an idea, could it be possible to have armor that becomes stronger with higher Magic scale and weaker with high Drain scale? |
Re: More ideas
#clearweapons, #cleararmor or #clearequipment mod commands
needed for monster modding. |
Re: More ideas
Quote:
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Re: More ideas
Hmm, something is whacky! I cant write anything after the quote. http://forum.shrapnelgames.com/image...s/confused.gif
Anyway, nice idea. Not possible atm. |
Re: The Modder\'s Wishlist
automatically treat some default such as filler.dm as being used in each game creation
I wish that the game would automatically recognize something like filler.dm whenever a game is created. That way we wouldnt need to keep reminding newbies to make and use one so that fixer mods can be used mid-game. By creating a filler.dm midgame, and adding to it. I think that it would help in the acceptance and use of mods if people can always use one mid-game without having to remember to use a filler mod each time a game is created. |
Re: The Modder\'s Wishlist
How about a mod command to directly modify the records as binaries?
Something like: #selectsite 212 #hexdump 30 0x000100030004 #end Which would just do a raw bitwise replace of bytes 30-35 of the record for the site. So if we can figure out how something is handled in the binary, we can do it ourselves - this could apply to sites, magic items (although I've never found those by hex diving), spells, units, armor and weapons. It'd also allow us to clear any powers we didn't want, presumably by masking the relevant bytes to 0, unless the power is hardcoded somewhere outside of the unit record. Of course, if you change the data structures this would become useless, and if any of my prof's ever find out I suggested this they'll retroactively withdraw my degree (I wrote my thesis on robust and maintainable coding practices.) OTOH, this way you wouldn't have to code up every obscure power anyone wanted to mod. |
Re: The Modder\'s Wishlist
I really, really want to be able to mod the secondary effect field for spells.
Sorry if this is a repeat - but that would do more for my mods than all of my other requests combined. |
Re: The Modder\'s Wishlist
The most important change in my opinion would be allowing us to give a monster an #entryspell command which specifies which spell they auto cast when they go on the battlefield.
This would remove the need for a whole load of other commands, because you could just give them a spell which did much the same. Only for commanders, probably. |
Re: The Modder\'s Wishlist
The game doesnt seem to track commanders. All units in the game can be commanders, or followers (or gods). It happens all the time on my chaos maps. Even a lowly slinger has commander features if its in the game as a commander.
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Re: The Modder\'s Wishlist
It doesn't need to track commanders, it's just a flag when they're built or GOR'd. Units can have leadership values that they don't use unless they're commanders, magic paths etc - adding in an #entryspell command would be the same. No technical problem there at all - I'm just saying they shouldn't/couldn't use it if they were regular troops. If you wish for one of those guys that autocast darkness or communion slave or something at the start of battle, I suspect until you GOR them it won't autocast.
If it does, well that's a small problem, because if you gave the autocast ability to a troop you could mass like 100 plus of, the game would probably crash or something. |
Re: The Modder\'s Wishlist
I'd love to see the ability to add a thing like the "Rage" spell so you could have say, a caged creature that gets set lose onto the enemy army.
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Re: The Modder\'s Wishlist
You mean a "#goneberserk" comand for new creatures? Sounds nice.
I was just looking, if you could do that via magic items (armors). Since magic items can have spells on them and you can give an armor to a creature so that it does not drop, that sounds like a plan to give it a Rage spell for itself. But then I had to see, that the only things you can set for magic items at the moment are the research and cost of the currently available magic items. http://forum.shrapnelgames.com/images/smilies/frown.gif Well, looks like I'm in the right thread here: I'd like to see modding comands for new magic items: #newmagicweapon <weapon id> #newmagicarmor <armor id> #newmagicitem #castspell <spell id> (This spell can be used at a fatique cost of 5) #autospell <spell id> (This spell is cast at the beginning of each battle) #... Every unit command (except for name description and maybe a few else) should be aplyable to items, too. And obviously give that property to the wearer of the item. |
Re: The Modder\'s Wishlist
Is there a way to add items other than weapons/armor to a unit? Say amulet of vengeance, for example
? Also, is there a way to add a castable spell to a unit, so the unit will be able to cast that spell without the required paths? |
Re: The Modder\'s Wishlist
When setting independants on a map, you can equip them with any kind of magic items.
But in the creature entry - I don't think so. However I don't think it should be to hard to make this modable. It seams, there is no inherent diffrence between armor and other non-weapon items, except for the fact, that armors and helms tend to have protection more often (but there are both kinds of exceptions: Robes and bracers), and protection from items is diffrently applied to torso and head, depending on the slot of the item. One phrase I was told in the forum of another game: Don't say what <the gamedesigner> can or can't do, unless you are <the gamedesigner>. However, I hope they look at this at some time and check if they can make such a thing available. I have something in mind that dire needs something like that. About the second question: No, not possible. And since this is the modder's wishlist, let me add a think I'd like to see: -Currently when going above the maximum number of special abilities (14 or something), the latest just get skipped silently. I'd like to see an error message like "Unit name: To many special abilities" or something, instead. Minor Wishs: -#AirShield <percent> for units (self-explaining) -#Affliction <"name"> for units (to start with afflictions like the Forge Lord or the Allfather) |
Re: The Modder\'s Wishlist
Quote:
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Re: The Modder\'s Wishlist
I'd like firepower. Might as well have stormpower, darkpower and coldpower as well.
The underwater leadership power would also be nice, if it has a variable value - I can copystats off of the azure dudes but it's the wrong amount (this is for Haida Gwaii). And actually, underwater recruitment modding would be nice. |
Re: The Modder\'s Wishlist
Protection from Evil (unit ability).
Works like awe, but against the MR of demons and/or undead (could be distinct Prot from Undead and Prot from Demons powers.) If it also provided an MR bonus against death and/or blood spells, that would be nice. |
Re: The Modder\'s Wishlist
Site Modding.
#spr <path> To add your own image to a specific site. Quote:
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Re: The Modder\'s Wishlist
Got another one:
For unit/commander/hero #noresearch - No matter how much/many magicskills + number the unit will have zero in research. |
Re: The Modder\'s Wishlist
If you give a unit a research malus of 50 or so you should achieve more or less the same effect.
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Re: The Modder\'s Wishlist
I'll try that, thanks.
Edit: Sorry, it doesn't work. If I set it #researchbonus to 50 or more the unit(s) gets maxed out research. |
Re: The Modder\'s Wishlist
To bad #researchbonus can't handle negative values as a workaround.
Are there any monsters in dom3 that don't get research points so I can #copystats it. |
Re: The Modder\'s Wishlist
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"malus" basically means "anti-bonus" EDIT: I'm 100% sure that negative researchbonus works. I've ssen it wwith my very own eyes. |
Re: The Modder\'s Wishlist
strange...I try again.
Edit: The closet I can get is when researching set with -50 is the unit have 1 research. |
Re: The Modder\'s Wishlist
1 RP ought to be good enough - no-one will ever use the unit as a researcher, especially if it's otherwise good.
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Re: The Modder\'s Wishlist
I'd like spell effects that modify province values, both pernamently and with dome like effect. For example:
Spell effect that increases population in province by X percent. Spell effect that increases resources in province by X percent and lasts one turn for each gem spent and gets dispelled if caster is killed, exactly like a dome. |
Re: The Modder\'s Wishlist
A recent post in the general dom3 forum made me think, that while we have the option of making completely random AI's with their respective bonuses based on difficulty, or the option of making a faction and then setting it to AI without any difficulty bonuses, or even creating detailed factions through maps... I think that the ability to edit the randomly generated AI nations before a game starts would be best (while retaining their difficulty bonus).
I realize that this isn't a true modding option request, but more of a significant game change, nonetheless this does seem the most appropriate place to mention it. I also realize that this has probably been brought up a few times before, but it bears repeating. Anyway, I believe it would make for a more challenging and ultimately more fulfilling single player experience. |
Re: The Modder\'s Wishlist
It would be nice to have custom unit or commander icons, so that we can add rules text for obscure abilities (especially one-battle-spell) that we may add.
#icon "<imagefile>" "short" "long" i.e. #icon "./whatever/candelabra.tga" "Sacred" "Sacred troops are extremely devoted to the god's cause. They can be blessed and require half the usual cost to maintain." I suppose that is three arguments. For custom icons the first word of the long text block could always be used as the short description. |
Re: The Modder\'s Wishlist
Custom icons would be excellent.
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Re: The Modder\'s Wishlist
Wow, I hardly believed, it is not possible yet, and I'm even more supprised nobody wrote it here, yet but:
It would be great, if you could create ranged weapons with a range depending on strength. range -1 to range -3 for strength to strength/3 sound like the most intuitive option. |
Re: The Modder\'s Wishlist
Quote:
Are there any str/2 or str/3 range weapons? Boulder uses one of the two, but I think that's about the only thing. |
Re: The Modder\'s Wishlist
Breath weapons (fire, cold, bile) have strength /2.
Boulders have strength /3 The dom3 database uses -1 as strength, -2 as str/2 and -3 as str/3, too. I tried it manually, the range field seams to be 31 bits + 1 bit for the signum (like most in dominions. If you choose any number smaler 2^31 ( =2147483648 ) for the range, it get's cut down to range 100. Sadly 2147283648 to 4294967295 (the 32nd digit being a 1 in binary) result in the weapon apearing as a melee weapon. Can't trick the limits of modding. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: The Modder\'s Wishlist
The DB is NOT a guide to using modding commands. I just needed something to display things as they appear.
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Re: The Modder\'s Wishlist
#equip <item #>
Allow both units and commanders to be equipped with items. Many of my other ideas have been covered in other threads. But I would also like the ability to twiddle MORE with starting position. For example - a create your own pretender - whern you can create hp, str - and give him attributes - all for costs. Or you could make your nation military experienced.. all capitol units start experienced. Etc. |
Bump
A few new modding wishes:
Units gaining bonuses if they are fighting in daylight (as opposed to the darkness bonus and darkvision for nocturnal units) Purpose: balance, and use with holy/light aligned units. Units gaining terrain combat bonuses-forest, mountain, steppe, cavern, desert, tundra/glacier, jungle, badlands/wasteland, shore, shallow sea, deep ocean. Purpose: thematic, also represents terrain training, as per modern armies, jungle fighters, etc. and racial/species affinity for said terrain among various units. EG: it makes sense that dryads would fight better in forests than in a desert, if only for reasons of morale. Units, likewise, could become stealthy only while within certain terrain types. Ability to automatically shapechange a unit into another unit, in a set time-period, as opposed to instant or combat shapechange. EG: A dragon's egg that hatches 1 year after it's creation/summoning/birth, and then "grows" into a stronger unit every subsequent year. Purpose: Evolution of units as a strategic factor to strength, to balance out units which spawn other units (strength over time within a single being, instead of strength through numbers, over the same period of time). Mercenary captains gaining the ability to spawn their follower units over time, as opposed to starting with a set number of units which shrink over time-this makes mercenaries somewhat more viable, the longer you pay their upkeep, and gives a reason to protect their captain (giving them items you can't get back, etc.), rather than severely diminishing returns. Resources for a persistant campaign world. This isn't entirely my idea, but it's a good one (atleast the parts that aren't mine). The Dominions engine could be used to create and sustain a roleplaying campaign environment. Greater tools to directly modify a game "from within", while playing it, could allow the generation, over time, of extremely elaborate and detailed settings, which would then have the capacity to reflect upon, and enhance, the Dominions environment, overall. EG: Imagine a game run by a diligent, creative, and detail-oriented game master over several years. A good campaign that harnesses Dominions could engender a dozen new nations, a score of new maps, and invaluable insight into how each nation might relate to the others. Events that turn provinces of one terrain type into provinces of another terrain type, or that create entirely new provinces (Forests that grow overnight, lands sinking beneath the ocean, unknown caverns being discovered, new islands appearing, deserts swallowing cities-all straight out of the heart of myth). Any new provinces could appear in "mini-maps" to the side of the main map. Events where a random soldier or creature is Gift of Reason'ed, like a poor man's Hero. Could come with mild stat increase and/or some random magical trinket. (lots of legends and myths-and comic books-begin with a "commoner" being singled out by the gods, or finding a magic item, and going on to greatness, there's no reason a poor nerfherder can't show up in Dominions) There are units which consume food, gold, even corpses. Are there any units which consume resources from the province they're on? I'm thinking Construction summons here-high level mechs and "factory" units might strip a province bare of it's resources while they occupy it. Purpose: balance. Are there any that consume gems? Here, as opposed to the resources question above, I'm thinking of beings which would lower a particular gem's production per turn for your entire nation-EG: a fire gem eating Efreeti or an earth gem munching Gnome King. Purpose: balance. Ability to enfranchise commanders. If you don't want to pay for a particular commander-or maybe, like everyone else, you have some troops you don't have a use for anymore-you can gift the commander with a province you own but can't easily protect, and whatever troops, items, gems, etc. you'd like, to start him off, and then send him on his way. The province would become Independent from that point on, but they wouldn't attack you, unless you attacked them first, as long as that particular commander was alive, and you wouldn't have to micromanage that particular province/commander/etc. any longer. Purpose: theme-feudalism is a very common ancient practice, and being able to create vassals and border states would enhance a player's sense of rulership/being the head of a government. Also strategic-Having non-hostile buffer zones between you and your enemies makes you safer, and if you don't have to pay for them, you can concentrate more on your nation's central provinces. In addition-this would be a nice way to "set up" otherwise useless heroes and units, giving them a new life in the game. Moddable gemtypes-and ability to mod in alchemical value. Purpose: mostly thematic/namechange, but will allow more and different resources for flavourgames. EG: Instead of earthgems, deathgems, astral pearls, etc. could be replaced by "dragonshards"-Siberys, Khyber, Eberron shards/gems, ala the Eberron D&D campaign setting. This goes along with my previous request for modifiable and expandable magic paths/schools. Heroic items: Like units, magical items might also become enhanced over time. A random event might select a magical item with the capacity, and transform it into a more powerful/interesting version. This might be triggered by a previous event-the item in the hands of a unit might pass through Tartarus or Cocytus or into the Void, or a great hero might die wielding it in battle, or it might be used to slay a Pretender. It might simply be a matter of a sword of sharpness turning into a firebrand/frostbrand, a piercer transforming into a Herald's Lance, an axe of sharpness becoming an Elfbane, etc. or it might lead to the creation of a new never seen before artifact. After all-much of what makes a magical item an Artifact is it's history and legend. Prophet enhancement-this would be a tag for units that, if prophetized, would transform them into new units. This is already in the game, I'd just like to see it become modifiable. |
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