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-   -   Modding reanimating priests (http://forum.shrapnelgames.com/showthread.php?t=35593)

sube July 31st, 2007 06:00 AM

Modding reanimating priests
 
How can i mod reanimating priests? The only thing i found out is that a demon with holy powers can reanimate undead. But what about human priests?

llamabeast July 31st, 2007 06:02 AM

Re: Modding reanimating priests
 
Like you say, demons (and undead) priests can reanimate. Human priests normally can't - the Ermorian ones must have some special property we can't access. So just copystats an Ermorian theurg, clear the magic and you have what you want I think.

Edi July 31st, 2007 07:38 AM

Re: Modding reanimating priests
 
Normally onl undead and demon priests can reanimate undead. There is a currently inaccessible nation property called undeadnation, which allows normal priests to reanimate undead and grants 15 undead leadership per holy level. Lanka and Broken Empire Ermor have this property.

sube July 31st, 2007 09:37 AM

Re: Modding reanimating priests
 
Yep thanks, that confirms what i was suspecting - that reanimating is a property of the nation, not of the individual units (apart from demons and undead units). For instance, if i play as Ashen Empire and recruit a plain indy priest, he can reanimate.

I am not a big fan of #copystats, so i leave it always as last resource. However i may try playing with it and see what ahppens

llamabeast July 31st, 2007 09:52 AM

Re: Modding reanimating priests
 
Oh, maybe copystats won't work then if it's a nation property.

It's a very useful thing in general though I reckon.

Sombre July 31st, 2007 02:38 PM

Re: Modding reanimating priests
 
Copystats won't work.

How can you not be a fan of it though? There's so much stuff that simply couldn't be done without it.

Edi July 31st, 2007 03:02 PM

Re: Modding reanimating priests
 
Moddable reanimation lists and the #undeadnation tag becoming moddable might be options. The first one is something Kristoffer says would be useful (so is an actual possibility if JK agrees) and the second is essentially no different than the #underwaternation, #dyingdom and #bloodnation tags if it's enabled, so they might happen.

I'm meaning to compile a list of mod-related stuff for improvement suggestions and we'll see where that gets us. HOWEVER, it is NOT going to be any major stuff, mainly small tweaks to existing mod commands (such as getting values for heat and cold auras etc) and things like the #undeadnation thing becoming available. If there is a future patch where more attention is paid to modding, such small things might appear there.

What are the most pressing problems aside from the known non-functional things, stuff that would ease some modding?

Sombre August 1st, 2007 12:44 AM

Re: Modding reanimating priests
 
#Darkvision (1-100) as a tag would clean up a lot of my code.

#clearequip would be very useful for getting rid of bonus attacks from copystats.

#spellstart or something to specify a spell cast when the monster enters combat would be very, very useful. You could have gods that auto bless, creatures that autosummon some allies to fight with them,.. creatures that always cast storm. Very interesting.

There are more, but mostly it's getting stuf that's broke working that would make a big difference for me.

quantum_mechani August 1st, 2007 01:59 AM

Re: Modding reanimating priests
 
Quote:

Sombre said:

#spellstart or something to specify a spell cast when the monster enters combat would be very, very useful. You could have gods that auto bless, creatures that autosummon some allies to fight with them,.. creatures that always cast storm. Very interesting.



This would indeed be astoundingly useful.

sube August 1st, 2007 06:12 AM

Re: Modding reanimating priests
 
Quote:

Sombre said:
How can you not be a fan of it though? There's so much stuff that simply couldn't be done without it.

I agree on that, #copystats is needed and you just have to use it sometimes. I don't like it that much because it's an indirect way of modding, the code is much more clear and also more powerful when you use direct commands. So i always keep as a very last resource.

As for new modding commands... What about more armor modding? There is a lot of stuff for weapons, but not much for armor. A few quick examples could be:

#magic: can't be damaged by some spells
#effect <effect>: awe, fireshield, etc
#fireres X, #poisonres X etc.
#icearmor: Caelum-like armor
etc.

(well actually some of these may be more suited to magic item modding)
However, I don't know if this stuff can be considered as "small tweaks".

Ah and there's not yet an #inquisitor command, right?
Also, a command to send unit on automatic berserk (rather than wait to be wounded and pass the test)


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