![]() |
Re: Modding shortlist
NAMETYPES !! MY KINGDOM FOR NEW NAMETYPES !!
And shouldn't it be interesting to have the following mod commands : - SPELLS : - #scale [scale; i.e. "cold" or "order"] [bonus] : allow a spell to be more or less according to the specified scale, like Murdering Winter which is more effective with a high Cold scale. - #killcaster : the spell kill the mage who cast it ( a bit like Ashdod's "Banquet for the Dead"). |
Re: Modding shortlist
Next patch will give us a bunch of nation and site modding commands:
New nation modding commands:
New site modding commands:
These commands and their usage will be listed in detail in the next modding manual version, which will be included in the coming patch. |
Re: Modding shortlist
Cool additions. :up: :up:
|
Re: Modding shortlist
WOW.
Seriously. That's awesome. I know I'll be making at least one Warhammer themed site collection mod now. The nation commands are a little bit less exciting, because we don't have much control over them - they just replicate existing stuff (we can't mod the undead reanimation tables etc) but being able to change temple and lab costs is going to be pretty huge. It could even be useful in CBM. |
Re: Modding shortlist
A command for the opposite of #restricted would be useful.
Maybe call it; #notnation <nation number> It would be useful to not allowed a specific nation to use X spell, X unit, X item I could really use such command :) Exampel; #selectspell 110 #notnation 91 #end Which doesn't allow nation 91 to use spell 110 |
Re: Modding shortlist
On the Wishlist are the monster modding commands
#clearweapons and #cleararmor Those can allready be done with #weapon 0 and #armor "Nothing" Including this in the next modding manual could be a simpler solution than including a new command (...don't know ...) ;) For side modding instead of the specific #summon command #cast [commander type] ["Spell name" | Spell id] might be not much harder and much more useful, because it would include scrying sides like the well of all waters and allow some new ideas (teleport gates). -commander type would be -1 for "any commander" and 0 to 8 would be a mage of the according magic path numbered as usual. (...Again, maybe it's not possible, maybe it is, don't know...) |
Re: Modding shortlist
What about allow changing sprites of;
- Magic Item Modding - Magic Site Modding and - Temple With "Magic Item Modding" and "Magic Site Modding" a #spr "imgfile" would be nice. With "Temple" there could be a #templespr "imgfile" --------------------------------------------------------------- Weapon & armor modding: Allow to give weapons/armor the ability to boost magic. A #magicboost path boost and #gemprod type number would be nice. Another nice thing would be to mod "misc items". |
Re: Modding shortlist
Quote:
|
Re: Modding shortlist
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 |
Re: Modding shortlist
hehe I'd love this.. dom3 K needs to get rid of all existing mercs to start with.
so I'd need a command to remove them |
All times are GMT -4. The time now is 08:35 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.