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-   -   New mod commands (http://forum.shrapnelgames.com/showthread.php?t=39439)

Kristoffer O June 25th, 2008 04:59 AM

New mod commands
 
JK made some new mod commands yesterday, after remarking how easy it is when there is a nice shortlist stating what is wanted.

So my assumption about us working better with shortlists seems to hold.

Endoperez June 25th, 2008 05:50 AM

Re: New mod commands
 
* New monster modding commands: #watershape, #landshape, #forestshape, #plainshape, #unique, #stormimmune, #startaff, #bloodvengeance, #stonebeing, #leper, #beckon.
* LA Atlantis uw recruitment improved.
* LA Atlantis hero.


Thanks for the info, and bigger thanks for Johan and Edi for doing the work! http://forum.shrapnelgames.com/images/smilies/laugh.gif

llamabeast June 25th, 2008 06:09 AM

Re: New mod commands
 
Awesome! They are going to be really really helpful.

I wonder what #startaff does.

Baneslave June 25th, 2008 06:25 AM

Re: New mod commands
 
Quote:

llamabeast said:
I wonder what #startaff does.

Starting affection?

llamabeast June 25th, 2008 06:26 AM

Re: New mod commands
 
Ah yeah, it'll probably be starting affliction I guess.

Sombre June 25th, 2008 07:09 AM

Re: New mod commands
 
Those different shape commands are going to be extremely interesting.

I just hope people don't go too nuts with them - I think they should be reserved for really interesting units, pretenders etc.

llamabeast June 25th, 2008 07:25 AM

Re: New mod commands
 
From now on all my units will be different in sea, forest and plains. Powerful units will have a second shape they can switch to in battle (reversibly). If they are killed in the second shape, they move into a third shape, irreversibly. This third shape will also have the ability to change form on moving between different terrains.

Sure it's nine times the work, but boy will it be worth it!

To start with I am going to go through the tomb kings skeletons. The current graphics will do for the plains form. Underwater, I will make them look damp. In forests, they will have bits of foliage stuck between their bones.

Sombre June 25th, 2008 07:50 AM

Re: New mod commands
 
Exactly.

There are quite a few basegame units that could do with this ability though. It will be a good way to spice up some less interesting summons and pretenders.

But where's #caveshape? -weeps openly-

Endoperez June 25th, 2008 08:56 AM

Re: New mod commands
 
I'm pretty sure #plainshape isn't "shape in plains" but "the plain shape". A #forestshape unit needs a command to change it back into a non-forest-shaped unit, just like #watershape unit needs a #landshape.

Agrajag June 25th, 2008 09:32 AM

Re: New mod commands
 
No no, clearly #startaff is "start affinity" where the units have an affinity to where they were recruited/summoned, and take damage when leaving the province http://forum.shrapnelgames.com/images/smilies/wink.gif


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