![]() |
Re: The Modder\'s Wishlist
It would be nice if we got a #callallies command. That really opens things up for new 'hero' units.
|
Re: The Modder\'s Wishlist
I agree with UnispiredName. A command that allows the "Call Allies" ability (#callally <monster nbr> <quantity>) and/or a command that allows the commander to randomly attract allies each month like a vampire lord (#randomally <monster nbr> <% chance/month>) would be great. Also a command that would allow a nation to randomly attract certain creatures in its provinces that have a favorable dominion (Pangaea, Ermor) would open up a lot of things...
|
Re: The Modder\'s Wishlist
It also might come in handy to be able to add our own 'attack' sound effects.
|
Re: The Modder\'s Wishlist
This is probably obvious, but IŽd really like to be able to change the cost of temples/labs and castles with mod commands.
|
Re: The Modder\'s Wishlist
Quote:
Temples and labs: gold required Castles gold requirement, time requirement, layout Perhaps time requirement for temples/labs. |
Re: The Modder\'s Wishlist
I'd like to be able to change the names of, and mod in additional, magic paths (with new bless effects), sorcery schools, and gem-types (and graphics).
|
Re: The Modder\'s Wishlist
Shift+I should work for spells, forts and magic sites. It should show at least their ID number. For spells, perhaps it could also show the variables we can mod now; this would allow for some trial&error changes in spells. E.g., comparing Bless and Anathema etc to find out how to limit spells to only affect sacred units.
|
Re: The Modder\'s Wishlist
THE MODDERS' WISHLIST
Updates: <font color="green">3.12. #horrormarked <value> #cursed #affliction <bitmask> <chance> * ability to make units immune to Horror Mark or Curse * nation-spesific items</font> <font color="green">1.12. * A way to make ranged weapon be affected by Flaming Arrows. #fireweapon (wpn nbr) was suggested. * A way to set #range to Strength, for thrown weapons. </font> <font color="blue">Implemented, but bugged</font> * #specialeffectalways doesn't work at all <font color="blue">Requested mod commands</font> * commands for changing the costs of labs and temples, and fort modding commands with gold cost, time requirement and layout (the battlefield used). * Poptypes modding: recruitable units, defenders, era, rarity Magic sites * It isn't possible to make sites that let everyone recruit the units. #com and #mon commands are needed in addition to #homecom and #homemon. * All modding commands need #clear or similar command. #clear for sites and weapons are missing. * command for summoning creatures when a mage enters a site * command for casting a spesific ritual when mage enters a site * unrest for magic sites * modding commands for the dungeon sites Weapons * All modding commands need #clear or similar command. #clear for sites and weapons are missing. * A way to make ranged weapon be affected by Flaming Arrows. #fireweapon (wpn nbr) was suggested. * A way to set #range to Strength, for thrown weapons. Units * #insanity * #summanallies [amount] [unit name/nr] * #seduce * #lure * #skeptic * #inquisitor * #communicant, as Theurg Communicants' ability * ability to spawn units of spesific type (Polypal Mother), under various restrictions (scale and/or terrain mask) * ability to get free units (bodyguards) in battle, e.g. Dai Oni and their wolves * scale sensitivity, e.g. Ice Devils and Burning Ones are affected by temperature * a command that makes a unit ccast one spell, targeted at the unit itself, in the beginning of the battle to simulate e.g. Communion Slave * units that disappear after one battle, such as Gladiators * a command to make an unit move independently around the map, as Eater of the Dead Spells * Moddable bonus to number of effects from spells, from Crossbreeding to Summer Lions to Magma Bolts * unit pools, as in Unfrozen summoning or Crossbreeding Nations * free units in forts (with terrain mask), in areas of high dominion, under spesific scales... * a command for removing/disabling a nation, e.g. #era 0 * a #multihero that only appears one at a time; the second one only comes after the first has died * moddable nation-spesific undead * command for giving the same pretender to multiple nations without copying him a dozen times * command to make a nation that doesn't have one or more of the default pretenders * a way to name heroes! * ability to use custom pics for temples Magic items * #mainlevel 0 for making an item require level 1 mage, but take only 1 gem * #spell for items, to make commander cast spesific spell * #ritual for items, to make commander cast spesific spell in main map * magic res and elemental/poison resistances for items, both positive and negative Misc * Effect of experience stars: #hp, #str, #att, #def, #prec, #mrl, #enc, #mr, #xp [required to reach a spesific level, 15 for first star] [b]* commands for changing Magic/Drain effect on magic resistance and spellcasting encumberance.[b] * general mod command for changing the chance of events on common/rare setting * Few more lengthy suggestions * another complicated suggestion [b]* commander for reversing the old age parameters (-5% hp to +5% hp) (and for negating old age afflictions). <font color="blue">Requested mod-related features</font> * There should be a map command for a required mod that has to be enabled to play the map. * Age-restricted mods that don't affect games of other ages. A modding command, but more for ease of use than to changing things. * themes back, and made moddable * Three lengthy suggestions [b]* more hero slots * mercenary modding * a one-time shape change to another unit after reaching a unit reaches a spesific age [b]* masks working in hexadecimal as well as decimal * Some way to use #copystats without getting unwanted features. Blank units with just #seduce, #lure, etc various commands that currently can't be added were suggested. * ability to add custom sound effects * ability to rename (or add) magic paths, to change the icon, the pic of gemtype, the pics of sites, the names of schools... <font color="blue">Already implemented </font> * The ability to change spell names and descriptions as well as spell modding in general * It isn't possible to add new national spells that have to be researched. * It should be possible to find out numbers of magic items. Shift+I. * commands for changing units' ages * #animalawe <font color="blue">Suggested forms</font> Experience modding: #xplevel [1 to 5 stars] #hp, #str, #att, #def, #prec, #mrl, #enc, #mr, #xp [required to reach a spesific level, 15 for first star] |
Re: The Modder\'s Wishlist
You know what would be a much simpler way than having #communicant, #skeptic, #inquisitor etc? What we need is a #ability <monster number> <value> command. If the monster number is that of a Starspawn, it would give a summoning bonus. (Equal to the value) If the monster number was a Spy, it would give an 'increase unrest' command while sneaking. If the number was that of a Pan, it would give you a large about of <value = monster number>s every turn (Provided your Turmoil scale was good). That way, absolutely no command is missing for unit mods.
Unfortunately, this would be a huge pain to code unless you're working from scratch. I'll suggest this again when someone makes a 'Dominions 4 suggestions' thread. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: The Modder\'s Wishlist
In weapon modding, a #fireweapon <weapon number> command, to define what weapon to switch to when enchanted by the Flaming Arrows spell.
|
All times are GMT -4. The time now is 11:09 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.