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RedRover November 23rd, 2005 04:46 AM

Mod Command Brainstorm
 
Recently, B0rsuk and I have been discussing Slavs via PM. He has some interesting ideas, but some rely on new modding commands that have not yet been implemented.

I have been adding requests for specific mod commands to the Dom3 Wishlist every now and then, but it seems to me that a concerted effort by the Dom community to generate a master list of effects we would LIKE to see made available in Dom3 might be a more efficient way to approach the topic.

The purpose of this thread is to generate a list of as many game effects, powers, and abilities that might be made moddable as possible, with a view toward getting as many of them implemented in Dom3 and subsequent patches as we can.

Anyone can play. All you need is a copy of the current mod manual from here: Modding Manual (fourth item down)--and a little imagination. Any power or ability not specifically allowed by this manual can be considered fair game for mention here.

I believe the current edition of the manual is dated 4.11.2005.

Let's identify abilities by type: Unit, Leader, Pretender, Item, Spell, Event, Nation Special, and so on, so that a final, sortable list can be generated.

Anyone who knows how the commands are set up might, at their option, suggest a configuration. People who don't, shouldn't worry about it.

If any of these commands have been enabled but not documented, then that knowledge would be useful, too. Anyone who knows of such commands are invited to share them.

I'll start with a few commands on my request list to get the ball rolling:


Unit Power
Fly In Storms: If given to a unit with the Fly ability, the unit will not be grounded during a storm.

#flyinstorm


Unit Power
Fort Defense Bonus: The unit receives a Defence bonus when defending a fort.

#deffort(+X) where X is the bonus to Defence.


Unit Power
Unit Explodes When Destroyed: This would require a number of additional parameters: area of effect, +X damage, type of damage (fire, shock, cold, poison, etc.), any special effects. This might be anything from a mechanical device exploding in a ball of shrapnel and fire, to a deadly fungus releasing a cloud of spores that causes those missing a magic save to Decay.


Unit Power
Cause Bad Event: This power causes a random Bad Event in the province the unit occupies.

#badevent(+X): where X is the Misfortune level of event.


Unit Power
Patrol Bonus: Unit has a bonus to find stealthy units when patrolling. Note that flying units already have a patrol bonus of x.

#patrol(+X) Where X is the amount of bonus (0-20 recommended?)


Leader Power
Drill Instructor: A leader with this power increases the experience point total of troops he commands.

#train(+X) where X is the number of experience point added per turn.


Pretender Power
Create Population: A Pretender with this power creates new population each turn in the province he occupies.

#addpop(+X) where X is the amount of population added to the province.


Pretender Power
Create Wealth: A Pretender with this power automatically adds gold to his treasury every turn. (Note, this command might also be appropriate for a leader; for example, one from a mercantile culture.)

#addgold(+X) where X equals the amount of gold added to the treasury per turn.



Anyhow, I'm sure you get the idea. Let's see if we can put together a good list of things the game does that modders can't and also create some new tools that modders can use to entertain us.

(Note: I considered posting this to the Mod Section, but on reflection, it has been my experience that some of the best brainstorm results come from the least experienced people. So I put it here for maximum exposure.)

Oh, more thing--please follow normal brainstorming rules--no negative comments on contributions. We can dissect an alpha list after we've generated it, but let's generate one first. http://forum.shrapnelgames.com/image...es/biggrin.gif

SafeKeeper November 23rd, 2005 09:37 AM

Re: Mod Command Brainstorm
 
I think Dom III should have several degrees of stealth, from 0 to 100 or something. The higher the level, the harder the unit is to detect.

#stealth(x), where 'x' is the level of stealth.

Endoperez November 23rd, 2005 12:11 PM

Re: Mod Command Brainstorm
 
Quote:

RedRover said:

Unit Power
Fort Defense Bonus: The unit receives a Defence bonus when defending a fort.

#deffort(+X) where X is the bonus to Defence.


I'd say that it appears as #fortdef (N), where N could also be negative... This could be caused e.g. by Sphinxes or Tarrasques (I wouldn't want to be forced to be that close to a unit of that size in a sieged city!

Quote:


Unit Power
Unit Explodes When Destroyed:


Or simply:
#deatheffect <effect nr>
This would be defined as the #secondaryeffect and #secondrayeffectalways commands. This allows for EVERYTHING a weapon can do, e.g. AoE 5, 5 (no str bonus) Armor Piercing Fire damage makes an explosion; OR range 15, prec. -20, 6 dam missile weapon with 25 missiles/shot (with #nratt 25,think Blade Winds) makes shrapnel.

Quote:


Unit Power
#badevent (X)


#event (X): where X is the Fortune (if positive) or Misfortune (if negative) level of event. Possibly even another variable which would control the possibility of such an event. With it:
#event 3 25
-very good events very often
#event -1 100
-minor bad events every turn
#event 1 5
#event -2 60
#event -3 35
-minor positive events every now and then, but lots of bad events.


Quote:


Oh, more thing--please follow normal brainstorming rules--no negative comments on contributions. We can dissect an alpha list after we've generated it, but let's generate one first. http://forum.shrapnelgames.com/image...es/biggrin.gif

I call this "constructive criticism", so it doesn't count, right? http://forum.shrapnelgames.com/images/smilies/wink.gif

Unit/pretender power
#orderscale <strength>
The provinces in which this unit resides slowly changes towards Order. Strength could be simply -6 to 6 (maximum amount the unit can change the scale from the base), or another variable which would make it possible to give e.g. Eyes of the Lord a small chance of increasing the province towards Order.
Similar commands for other scales, #magicscale, #growthscale etc.

Endoperez November 23rd, 2005 12:13 PM

Re: Mod Command Brainstorm
 
Quote:

SafeKeeper said:
I think Dom III should have several degrees of stealth, from 0 to 100 or something. The higher the level, the harder the unit is to detect.

#stealth(x), where 'x' is the level of stealth.

7.64 #stealthy <bonus>
This monster can sneak into enemy provinces. Bonus
is a bonus that makes it harder to detect the unit.
normal bonus is 0 and a hard to detect spy has 20.

Did you wish for bigger range? Currently, Stealth 30 is the highest any unit has, and it already is almost magical (comes with Glamour, ability and gift of hiding oneself with illusions).

RedRover November 23rd, 2005 03:25 PM

Re: Mod Command Brainstorm
 
Safekeeper: As you see, Endoperez keeps us all honest. http://forum.shrapnelgames.com/image...es/biggrin.gif

Endoperez: I certainly count your comments as constructive, as usual. Any format ideas that would be more efficient can only benefit us in the long run.

I am a little unclear on your #fortdef comment. Are you only proposing this as an alternative format, or are you saying that currently adding this command to a mod will actually work in dom2?

------------------------------------------------------------
(new)

Unit Power
Capital only. This Unit can be produced only in the capital.

#capital


Leader Power
Capital only. This Leader can be produced only in the capital.

#capital

(I have personally run into this one a lot, recently.)

Endoperez November 23rd, 2005 05:00 PM

Re: Mod Command Brainstorm
 
EDIT:
Ugh! This is a LONG post! I'm afraid this will scare away all official people who might have read this thread just so they could quote something cool and say "that's already in". (Hey, who knows. They already did it with the shore/coastal suggestion in Wishlist some days ago.)


Quote:

RedRover said:
I am a little unclear on your #fortdef comment. Are you only proposing this as an alternative format, or are you saying that currently adding this command to a mod will actually work in dom2?


I'm quessing that #fortdef is closer to what Illwinter would use as the keyword. However, now that I checked what is used as #siegebonus, I think it's more likely to be #castlebonus or #castledefensebonus. Has nothing to do with the actual idea, of course. http://forum.shrapnelgames.com/images/smilies/wink.gif

Quote:


(new)
Unit Power
Capital only. This Unit can be produced only in the capital.
Leader Power
Capital only. This Leader can be produced only in the capital.


All current modding commands affect ALL units, regardless of what and how they are. I think it's a reasonable idea, so there would only be need for one set of commands that only work one way.

More to the point (this suggestion):
Currently, units can be used anywhere. Trolls are summoned from Earth Court and Summon Troll, and can be recruited from Troll Cave or somesuch site, and from certain independent poptypes that might never come up except in maps that define them. All of these are the same unit. The control of recruitment doesn't happen from the UNIT, but instead it is defined by the way you obtain it. Rather than unit command, I suggest the following:

Spell modding:
#summonunit OR #unit <number> <id>|<name>
The spell a creates/summons <number> units of the given name or id.
#summoncommander OR #commander <nr> | <name>
The spell creates/summons unit of the given name or id.

Nation modding:
#capitalunit <nr> | <name>
The selected nation can recruit unit of the given name or id only from its capital province. Other nations that conquer this nation's capital can't recruit the spesified unit, nor can they recruit their own capital-only units from conquered enemy capitals. (compare to #recunit, #reccom)
#capitalcommander <id> | <name>
Quess.

Site modding:
#siteunit <id> | <name>
#sitecom <id> | <name>

The unit/commander of given blablabla can be recruited from the province this site is located in once the site is found.


I don't think I missed anything. But I lost my patience. Must be the Dark Side... http://forum.shrapnelgames.com/images/smilies/eek.gif

Here are some Real Ideas, first for spells:
Summon spells are easy. A number of critters appears. It's the cost and requirements (already definable), the name of the spell, and the creature(s) summoned that make it interesting. Therefore, I propose the addition of the following spell modding commands:

#newspell <spell number>
New spell of this identifier is added. If not possible (because of the data structure), then a dozen or two blank spells would be nice.

#name "<name>"
"This must be the first command for every new spell.
It sets the name of the weapon." It also affects existing spells.

#summonunit and #summoncommander, defined earlier.

Also, I don't know of the format, but creating a Crossbreeding-like spell that summons creatures chosen from a larger number of critters would be awesome. It would also be possible, although not simple, to make some critters more common by having them appear in the list more often.




Damage spell could be done, but it would be much more boring. We can't create totally new, original effects as we could do for spells. However, if they were to be done:

#numberofeffects
The number of darts/bolts/whatever the spell creates/fires/shoots
#precision
and a way to define the effect (probably as a "weapon").
#flyspr and #explspr already exist, but they should be changed to work for magically propelled energies as well.


And now, something to consider:
Everything a magic weapon can do as weapons, even special abilities like Shatter of that hammer (Smasher?), or Strength Drain, are technically WEAPONS. So even if the only effects we could add would be called "weapons", we would in effect deal any kind of damage (fire, cold, lightning, armor piercing, armor negating, and/or unresistable (normal OR acid), as well as multitude of special effects (check modding manual, table 7 at 4.27. Please do realice that every number from 1 to N is a weapon OR a special effect, AND that all of them have been compiled into Unit &Weapon Database etc.)


Weapon modding:
Various slaying abilities. These would be complicated. Something that could work would be e.g.

#doubedamage <type>
#tripledamage <type>

etc, in which <type> would be e.g. Cold-blooded, Demon, Undead, Mindless, Magical Creature, Stealthy, Mounted and, of course, Pretender and Prophet (http://forum.shrapnelgames.com/images/smilies/evil.gif)... with pre-given numbers. Only the developers could add to this list, and the multiplier couldn't be defined, but it would still offer quite a many interesting options.



Also, a strange idea that just popped into my head:

Affliction modding:
#newaffliction
#name
#str, #att, #def... as in the unit stat screen
if possible, #removebody <number>, where number would stand for equipment slot(s) that would be removed from the unit if he/she/it had it before the affliction.
#fire, #lightning, etc. for damage types
#neverheal, #noheal
Like "Never" Healing Wound and then something that really never comes off, whatever you do.

It would be cool to have an army of Scarred warriors after fighting Abysia:
#newaffliction 166
#name "Scarred"
#prec -2
#att -1
#def -1
#mrl -2

There aren't that many really interesting ideas that can be pulled off with only modifying stats, so this probably isn't worth it.

B0rsuk November 23rd, 2005 05:04 PM

Re: Mod Command Brainstorm
 
Umm, instead of Cause Bad Event I'd prefer
#scalemodifier (scalename) -3 or similar. For example
#scalemodifier luck -3
Substracts 3 from luck scale of current province. Could be used to create pretenders like Celestial Emperor etc. (I didn't find anything like that in modding manual)

Agrajag November 24th, 2005 04:41 AM

Re: Mod Command Brainstorm
 
Enderopez, if you want to add affliction modding, why not also add a "random affliction" tag for units so that they will start with a random affliction(s) like BE Ermor's.
Possibly:
#randomaffliction <chance%>
which would give that unit a <chance%>% of starting with a random affliction.
As for new ideas:

#intrinsicspell <name>
Would allow that commander to cast the spell <name>, even without the required paths and research.
This would be good for... For example, a devilish commander, which can cast Firebolts but doesn't actually know any Fire magic. Or more like a dragon's firebreath, only its a spell instead.

#freecast <name> <number>
Will allow a commander to cast the spell <name> for <number> amount of times each combat, completely for free (no fatigue cost and no action cost).

Also, I didn't see anyone mention the idea of having control over freespawns, like Ermor's
#freespawn <name> <chance> <requierment>
Will give this nation a <chance>% of summoning unit <name> for free, in provinces with <requierment>.
The requierment will be:
0) Nothing
1) Lab
2) Castle
3) Lab+Castle
4) Dominion (which means that <chance> is multiplied by the province's dominion score, so higher dominion will yield more summons)
5) Lab+Dominion
6) Castle+Dominion
7) Lab+Castle+Dominion

RedRover November 24th, 2005 11:54 AM

Re: Mod Command Brainstorm
 
Endoperez: I really hope you don't scare people off. http://forum.shrapnelgames.com/images/smilies/shock.gif
Maybe we should concentrate on generating a longer alpha list first? http://forum.shrapnelgames.com/image...es/biggrin.gif

Is there some way we could get a sticky, updatable "first post" on which a cumulative alpha list could be built?
Quote:

All current modding commands affect ALL units, regardless of what and how they are. I think it's a reasonable idea, so there would only be need for one set of commands that only work one way.

Oh, I didn't know that. In the Modding Manual, Units and Leaders have their own sections for advanced modding. It seemed to me that even if the commands were the same and worked identically, following the organization of the current documentation would be most likely to ensure complete coverage, even if it resulted in some duplication.

On the other hand, I really like your suggestion of making the "capital only" tag a Nation mod command instead of a Unit|Leader mod command. Kudos!

Recruitment: I agree that these are best handled under the headings--Nation, Spell, Site. Nice treatment of these.

Spells: I hope that Spell modding is configured to allow a theoretically infinite number of new spells. Blank slots would fill up so quickly that keeping mods mutually compatible would be a nightmare. Maybe a Spell list like we have for Units, Weapons, and Armor that goes to four digits would be the best approach?
Quote:

#flyspr and #explspr already exist, but they should be changed to work for magically propelled energies as well.

Agreed. It would be even better if, for example, new .wav files for sound effects and new TGA sprites for visual effects could be created and added by modders.

Weapons: Agree that an "Advanced Weapon Modding" section with its own list of mod commands is a great idea.

NEW!!
For the purpose of this thread, Weapon Effects should be listed as:

Weapon
Title: Blah, blah

#effectname

As always, new contributors can ignore the code stuff if they're not comfortable with it.

Note that in this thread we are more interested in capturing a new capability with broad applications, than in duplicating a specific, complex weapon. We are after building blocks here.

Affliction Modding: I would be inclined to put this under Weapon (and maybe add a "see Weapon" reference under Unit, Leader, and Pretender).

Or does anyone think a "Misc" category for modding commands would be more efficient for subjects like this in this thread?


Agrajag: These are all GREAT suggestions! Got any more?

B0rsuk: I think your idea is a good addition, but don't you think it would also be useful for a modder to be able to actually force an Event of some sort to occur?

Events
Maybe these could be keyed to Luck scale (-3 to +3) and numbered, allowing specific events to be assigned if the modder desires.

Agrajag November 24th, 2005 01:53 PM

Re: Mod Command Brainstorm
 
Quote:

RedRover said:
Agrajag: These are all GREAT suggestions! Got any more?

Thanks for the positive feedback http://forum.shrapnelgames.com/images/smilies/happy.gif
I've got many ideas for mod commands, only sadly, I think them up in bed before I fall asleep, and forget about them by the time I wake up http://forum.shrapnelgames.com/images/smilies/shock.gif
Here are more ideas I can remember right now (though I like them less than my previous ones):
I) #Teleporter
This gives the unit the ability to Teleport between provinces as a Move action /*similar to the Dimension Boots, or whatever their name is, I forgot :\)*/ it also allowes the unit to teleport in combat /*like fly, but unaffected by storms*/ - Though this idea can already be implemented using the #flyinstorm idea combined with insanely high movement.
2) #Periodiceffect <period> <stat> <modifier>
Will make it so the weapons with this command, will give its bearer an increase of <modifier> to his <stat>.
<stat> is that leader's stat that will be changed, something along the lines of:
0: Strength
1: Attack
2: Defence
3: Precision
4: Move
5: HitPoints
6: Magic Resistance
7: Morale
8: Protection
9: Fatigue
Maybe even:
10: Experience
11: Leadership
12: Undead Leadership
13: Magical Being Leadership
And possibily even: (!)
14-21: Astral/Fire/Air/Water/Earth/Nature/Death/Blood Magic
((or any other order of things))
<modifier> is by how much that stat will chance, for example 5 will give a bonus of 5, and -19 a malus of 19.
<period> determines the interval between increases, for values of:
1-50: Every 1-50 turns in combat, the leader's <stat> will increase by <modifier>, reseting at the start of each battle.
100+: Every <period>/100 game turns (=in the strategic map), that leader's <stat> will increase by <modifier>
This one could be useful for items with interesting effects, like:
1) A cursed ring, which makes you into a coward (#Periodiceffect 100 7 -1 will make it so the leader loses 1 morale each turn)
2) A powerful sword (=good stats) which slowly saps your strength away (#Periodiceffect 100 0 -1)
3) A powerful axe, which feeds on the energies of battle, and empoweres the user with those energies (#Periodiceffect 2 0 1 for increasing strength by 1 every other turn)
4) A magical shield, which grows bigger the longer it is held (#Periodiceffect 2 2 1 and #Periodiceffect 4 9 1)
etc.
3) #Mercenary <days>
Will make a unit disappear <days> days after being recruited (or summoned).
This way you could recruit a Mercenary unit, which leaves you as soon as its contract ends.
Or even better, a special Devil which makes you sign a contract with your own blood, which lends you his services for a limited amount of time. (though probably no actual side effect :p)
It could also be cool for making a unit such as a really old man, which dies of old age after some time :p
4) #Loyal
Loyal units are recruitable for money, but don't cost you any adittional upkeep (or possibly, cost you half the usual upkeep), this allows you to have units with low-upkeep without making them sacred.
5) #Unitslayer <name>|<id> <modifier>
Will give this unit increased damage against certain units.
So a certain commander could be trained as a Troll Slayer (or Vampire Slayer), and will thus be able to slay those creatures more easily, by doing an extra <modifier> damage.
This one could have some variants, such as a percentile bonus (such as 200% damage), or a change of stat (such as affecting Attack instead of damage).
This is quite similar to the previously suggested #doubledamage and #tripledamage commands, but is more flexible, in allowing you to target groups the game doesnt recognize (such as "Trolls", "Dwarves" or "Units whose name starts with an S").
6) #Greedy
Greedy units will cost twice the normal upkeep
(Or perhaps #Greedy <modifier> which require <modifer>% more upkeep)

That's all I can think of right now. And I liked my previous suggestions better. But what can you do? :p

Johan K November 24th, 2005 02:40 PM

Re: Mod Command Brainstorm
 
Nice thread. I was just working on getting the modding operational in Dominions III and a mod thread is good for inspiration. Dom 3 is more mod friendly internally which should allow for more moddable things than previously. It is already better than dom2, but I think most of the new potential will have to wait for a patch. Have to finish up the game first.

PvK November 24th, 2005 06:37 PM

Re: Mod Command Brainstorm
 
I want to be able to add at least simple spells, such as:

* A spell that will recruit monster X in quantity Y in the caster's province. (Ideally, also the other types of summoning, such as combat-only, uncontrolled combat-only, neutral invasion, to a remote province, as an assassination attack, limited to target province of one terrain type, etc.)

* A missile spell. (Ideally, with the ability to provide a new missile graphic and/or sound.)

* A melee attack spell.

* Combat spells that set or add/subtract to various friendly or enemy unit attributes, such as Prot, MR, Defense, and Morale.

* Spells that alter scales in the target province.

Also I'd like to be able to add new magic items.

PvK

RedRover November 25th, 2005 03:30 PM

Re: Mod Command Brainstorm
 
Agrajag: These all look like a lot of fun. Here's hoping you put a special little notebook by your bed and write down some more of these! http://forum.shrapnelgames.com/image...es/biggrin.gif

JK: Thanks for the comment. You have the thread's purpose nailed exactly!

PvK: Thanks for posting, welcome aboard. I couldn't wrap my head around a few of your ideas. (Using the requested format might have helped--or maybe not--I get a little scattered during this season).

I'm not clear on the concept of "neutral invasion." Expand?

Also "melee attack spell"? http://forum.shrapnelgames.com/image...s/confused.gif

Also, assuming that magic items become as moddable as units, do you have any specific thoughts about what types of mod commands would be most useful as building blocks in constructing new items?

For example, do you have any favorite RPG magic item effects that could be ported into Dom2?

All: Once I clear a few current projects off my plate, it's my intention to go back into old posts and into the threads, and Wishlish, and copy all the old ideas to this thread just so they're all in one place.

Anyone who wants to get in on the action, but doesn't have any ideas immediately, should feel free to jump in and help with this part of the project--I stake no exclusive claim to the territory. On the contrary, it has to be done sometime, and all it requires is roving eyes, typing fingers, and just a little attention to format: Nation power, Unit power, Leader power, Pretender power, Spell power, Magic Item power, Event power, Misc power.

Agrajag November 25th, 2005 05:09 PM

Re: Mod Command Brainstorm
 
EDIT: Just to show you how my memory works - before I started writing this post I wanted to say something, but after clicking the quote button I completely forgot about it... So:
Just keep feeding my Ego and I'll probably have some more interesting(more or less...) ideas every time I enter this thread http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/images/smilies/happy.gif


Quote:

RedRover said:
I'm not clear on the concept of "neutral invasion." Expand?

Also "melee attack spell"? http://forum.shrapnelgames.com/image...s/confused.gif

Just thought I'd hazzard a guess and say that by "Neutral Invasion" he probably meant something like the "Ghost Riders" spell, which sends "Neutral" unit to attack an enemy province.
And by "melee attack spell" I think he means something like "Burning Hands".


Here are a few more suggestions (some seem rather obvious to me):
#Summonally <name>|<id> <number>
Will grant this commander the "Summon Allies" command, which will summon <number> amount of the unit <name> or with <id> id number.
#Levyslaves
Will grant this commander the ability to Levy Slaves as a command. Like the Mictian leader.
#Autosummon <amount> <name>|<id>
Makes it so this commander can summon <amount> of units with the name <name> or id <id> Automatically.
/* I thought about adding the option to summon those during combat, but then again, you can do that with the #Freecast command I suggested ^_^ */
#Spellimmunity <chance> <name>|<id>
Will give this unit a <chance>% of resisting the spell <name> (or the spell with the id <id>. spells do have id's, right? And if they don't - they should).
- This one can be rather useful for making certain unit thematically immune to certain spells. You could make a creature made from Iron invulenrable to "Iron Skin", or a beast from the Nether immune to Nether Darts, or a completely devout and loyal believer immune to the Charm(s) of enemy mages.
#Spiked <name>|<id>
Units that attack this unit will suffer from an effect, as if they were attacked by the defender using the weapon <name>|<id>. That is, you could define a special weapon and its properties (damage, armor negation, attack, etc.), and whenever someone attacks the unit with #Spiked, it is as if the unit retalites using that specially defined weapon.
- This can be useful for creatures with, for example, spikes, which can be very sharp (Armor Negating or Armor Piercing) or dull (No Negation or Piercing), easy to avoid (So their attack will have less #Attack) or impossible to avoid (attacks from those spikes are very hard to avoid, so they have a high #Attack) etc.
This attack does not cause fatigue.
#Causefatigue <number> <area>
This command can be applied to units.
A unit with this attribute causes <number> fatigue to its enemies.
<area> would be the area this fatigue effects:
0: Whenever the unit with #Causesfatigue attack an enemy, the fatigue damage is caused.
1+: An area of this amount of battlefield hexes is effected by a fatigue-draining effect.
- This one could be interesting for some units, such as a demon which saps the strength from his enemies, or a unit with some draining element.

Can't think of any more right now, but I'd like you to notice something:
All of the command I suggested, since the begining of this thread, and probably until its end, should also be available for weapons/item modding, so anyone with the weapon with this command, will gain the ability as if the command was modded "into him".
So for example, you could mode a weapon with #Levyslaves so it will allow its bearer to... Levy Slaves!
The same should probably apply for all of the ideas here.
And the same should apply for spells as well, a #Levyslaves spell[ritual, in this case] will allow its caster to Levy Slaves, a #Periodiceffect could be granted by a spell etc.

PvK November 25th, 2005 10:47 PM

Re: Mod Command Brainstorm
 
RedRover, Agrajag was mostly right about what I meant.

"Like Ghost Riders" would be one good type to have. What I meant by "Neutral Invasion" would be similar except if the neutral army won, it would retain control of the province, like the random event neutral attacks sometimes do (Knights, Vampires, Troglodytes, etc.).

Melee Attack means a spell that attacks at close range, yes like Burning Hands.

Quote:

RedRover said:
Also, assuming that magic items become as moddable as units, do you have any specific thoughts about what types of mod commands would be most useful as building blocks in constructing new items?


In addition to the existing item mod commands, the main ones I'd like to see are I think:

NewItem - creates a new item from scratch with a new item number and default properties

CopyItem - creates a copy of an existing item with a new item number, which can then be modified by later commands

SetPicture - changes the item's picture to use a bitmap file named in the SetPicture mod command line.

SetWeapon - makes the item behave like a weapon with the specified weapon number

SetHelmet, SetShield, SetArmor, etc. - like SetWeapon, sets the item to the specified armor type and to use the specified number describing that armor type.

SetBoots, SetMisc - sets the item to be a boots item or a miscellaneous item.

Quote:


For example, do you have any favorite RPG magic item effects that could be ported into Dom2?


Different question than your previous question, I think.

Some ideas:

Holy Stake
- for finishing off immortals permanently, used after the battle ends, by the winning side only, before searching for magic items. Consumed on use.

<font color="green">Life Seal</font> - Makes the wearer immune to all Life Drain effects.

<font color="red">Bag of Hahoo the Knave</font> - Magic gems generated in the area (e.g. by magic clams) are stolen and given to the holder of the bag! Generally used to give to spies and send them into enemy territory... http://forum.shrapnelgames.com/image...es/biggrin.gif

PvK

RedRover November 26th, 2005 09:33 PM

Re: Mod Command Brainstorm
 
Agrajag: RAE all. Do keep them coming!

PvK: To expand:

Quote:

RedRover said:
Also, assuming that magic items become as moddable as units, do you have any specific thoughts about what types of mod commands would be most useful as building blocks in constructing new items?

Yes, this was different from the first question. Looking at specific instances of adaptation might lead us to even more effective modding tools. What would be needed, for example, to let us mod something Skaven?

Or, for example, consider the AD&amp;D Magic Item:

Rod of Cancellation

What commands would it take to mod this item into Dominions:

* #limituse (to 1, in this case, although variants with a set number of uses might be conceived.) The item must destroy/erase itself once used up. Perhaps this might be configured as a 0-range missile weapon with one shot.

* #destroyitem (This defines a special attack that destroys a magic item possessed by the foe. Maybe use a #d(nmbr) value, where nmbr is a percent chance of successfully destroying an item if present (like the current resistance/susceptability commands). The classic rod is d(100), of course.

Once these basic item parameters are in place, we can shade the item's power with additional sub-parameters.

Subparameters:
* #limitype ID | type
Inserting an item's number would target exactly that magic item. For example, a scenario might be set up in which the victory condition is the destruction of a key artifact with the special weapon, and whoever gets there first wins.

* #weaponpopup (This would let a short text message appear as a popup when the weapon attack is successful, useful for the above scenario.)

Likewise, specifying a "type" (1 Trinket, 2 Lesser Item, etc.) we allow a "Least Rod of Cancellation" that would only kill Trinkets, while the classic AD&amp;D version can destroy anything up to and including one-of artifacts.

*#greaterartifact (This command would seal a one-of artifact against being destroyed by a Rod of Cancellation. In the AD&amp;D system, expectations with respect to magic effects go out the window when deity-level entities become involved. There is no comfortable "this always works" magic effect--making this assumption inevitably trips you up at some point.)

* #weaponpopsound (Like the text popup, but inserts a .wav file that plays only on a hit--In a lighter moment, maybe South Park's Eric Cartman saying "Hah! hah! Hit you, a*[bleeeep]*e!" in the upcoming South Park Dominions Mod. (Ahem, not really. http://forum.shrapnelgames.com/image...es/biggrin.gif)

* #path &lt;number&gt; (This destroys magic items that include magic of the indicated path, where the number is the path ID from the Modding Manual.)

* #pathonly &lt;number&gt; (This destroys magic items exclusively of the indicated path. Items combining the path with one or more other paths survive.)

* #deactivateitem/#reactivate item (Instead of destroying the item, the item is rendered powerless--maybe until taken to a specific site or subjected to a specific spell.)

More later...

Agrajag November 27th, 2005 02:42 AM

Re: Mod Command Brainstorm
 
Here are two ideas from last night http://forum.shrapnelgames.com/images/smilies/happy.gif :
#Recruitif &lt;number&gt; &lt;number&gt; &lt;name&gt;|&lt;id&gt;
This command, given to a nation allows it to recruit the unit &lt;name&gt;|&lt;id&gt; only if:
The first &lt;number&gt; refers to a number from a table:
0: Pretender Dominion
1: Order Scale
2: Productivity
3: Heat
4: Life
5: Luck
6: Magic
7: Pretender Fire Magic
8: Air
9: Water
10: Earth
11: Astral
12: Nature
13: Death
14: Blood
The second &lt;number&gt; is how much of that thing (say... how much in Order scale) you should have to be able to recruit that unit (for values over 0 - its an EqualToOrGreaterThen condition, for value under 0 - its an EqualToOrLesserThen condition).
This could open up some really fun modding, like adding special units depending on your starting dominion. A pretender with Luck 3 might be able to recruit "Lucky Man", a unit which is so lucky it always somehow avoids death (=is immortal).
You could even make a mod erasing all nations and replacing their troops with pretender dependant troops, so all of the players can choose from the same "pool" of troops, depending on their initial pretender design.
#ScaleImmune &lt;scale&gt;
This command, applied to a nation makes it completely immune to the effects of the scale &lt;scale&gt;.
You could use this command for thematic purposes (like a race of Diamond Golems - they don't care how hot or cold it is), or just for some whacky fun. (This command will also be useful with the mod I suggested in the previous command idea)

Aeshi November 27th, 2005 04:52 PM

Re: Mod Command Brainstorm
 
Idea for item....

Name:Cloak of Midnight
Needed:D4?
Description:Makes the bearer stealthy.If worn by an already-stealthy creature it lowers their chance of being caught.

Endoperez November 27th, 2005 05:08 PM

Re: Mod Command Brainstorm
 
Quote:

Crazy_Bonvine said:
Idea for item....

Name:Cloak of Midnight
Needed:D4?
Description:Makes the bearer stealthy.If worn by an already-stealthy creature it lowers their chance of being caught.

As this thread is about modding commands, I'll reformat your idea:

Item ability:
#stealthy &lt;nr&gt;
Item with this number makes commander wielding it Stealthy, or improves his Stealthy ability. The new ability starts at &lt;nr&gt;, and an existing ability is increased by &lt;nr&gt;.

Similar commands for every ability listed for units in modding.pdf would also be great, and as those encompass most special abilities it is probably better not to post each of them separately...

RedRover December 10th, 2005 03:03 AM

Re: Mod Command Brainstorm
 
Here's another:

Unit/Commander Ability

#blindimmune
This command makes the unit immune to blinding attacks. It would be used mostly for those blind units that suffer no combat penalties for being blind. Such units traditionally have other heightened senses that compensate for blindness, and take no game penalties for their blindness. Examples:
  • bats of various types,
  • killer shrews
  • the Lost Immortal (from the oral history Indaba, My Children by Credo Mutwe),
  • Zatoichi (the blind swordsman of Japanese cinema--incidentally, this is a compound word: zato=blind, ichi=masseur. There were 26 dramas in the series, running roughly 90 minutes each--my vote for series best goes to Zatoichi Meets Yojimbo, with Toshiro Mifune, which is sort of the Japanese equivalent of Clint Eastwood meets John Wayne--awesome).
In addition, consider:

#blindimmune2
This alternate command additionally bars the use of magic eyes of all types, so that these can be excluded if the designer deems their use nonthematic for the unit.

Endoperez December 10th, 2005 10:02 AM

Re: Mod Command Brainstorm
 
Quote:

7.9 #blind
This monster has no eyes and cannot be affected by
blindness.

7.22 #eyes &lt;nbr of eyes&gt;
Sets the number of eyes for a monster. Number of
must be at least one. The number of eyes affects
easily a monster goes blind by battle afflictions.


The #blind ability could be changed so that a blind creature doesn't benefit from eyes.

Also, I think some creatures can lose eyes without it hurting them. The cave-dwelling creatures from Underworld site are one of these, IIRC. Unfortunately, I can't recall their name ATM, so I can't search for them. (If you use Shrapnel's search, add + before EACH WORD or it doesn't work properly).

Zooko December 10th, 2005 10:24 AM

Re: Mod Command Brainstorm
 
I wish to write a mod that controls how units behave in battle by expressing their behavior in a full programming language such as C, Lua, Python, Io, etc.

Then I could write a mod which would get used whenever a Celestial Master was in combat and wasn't following his master's five battle orders. The mod would be careful never to cast Breath of Winter when standing near other, cold-vulnerable commanders, for example.

RedRover December 10th, 2005 10:59 PM

Re: Mod Command Brainstorm
 
Endoperez:

1. *[edited for temper]* http://forum.shrapnelgames.com/images/smilies/wink.gif

2. I can read the mod manual.

3. Your mod manual quotation is completely irrelevant with respect to my post and not helpful. Current mod manual commands do not achieve the desired design effect as outlined in the body of my text. http://forum.shrapnelgames.com/images/smilies/eek.gif

4. I am posting this reply so other people viewing this thread will not be confused by your post.

5. Please take any further discussion to PM so we don't disrupt things any further.

6. Have a nice day http://forum.shrapnelgames.com/image...es/biggrin.gif

RedRover December 11th, 2005 11:17 PM

Re: Mod Command Brainstorm
 
Endoperez: Thanks.

All: Things are cleared up. Notes relevant to this thread:
Quote:

Currently, the creatures that exist in the game that have "extended senses" are #blind.

Oh. Maybe I can't read the manual. http://forum.shrapnelgames.com/image...es/redface.gif

Apologies.

(All you had to do was say: "This command already exists. Check [reference].")

(on #blindimmune2)

Quote:

Or did you mean that one couldn't GIVE this creature a magical eye? If so, then I agree. It would keep new players from disabling their Cyclops pretender... However, #blindimmune2 isn't very good command. Maybe #noeyes or #nomagiceyes would suit this better?

You have my intent nailed with this.

RedRover December 11th, 2005 11:26 PM

Re: Mod Command Brainstorm
 
Sites that can be Entered:

It might be useful, when modding, if the wording of the order "Enter Site" could be changed in order to better match the site's theme.

Examples:

"Descend into Doompit"

"Climb World Tree"

"Cross Ring of Fire"

"Scale Glass Mountain"

"Snatch Eye"

"Eat Bogberries"

and so on.

Agrajag December 12th, 2005 02:40 AM

Re: Mod Command Brainstorm
 
How about adding the option of asigning units with somewhat random stats?
Something like:
#str 10+random(5)
Which will give the unit 10-14 strength when it is built (so its re-randomized each time you construct a unit).
Could be fun to make units a bit more varied.
I have this in mind for a mod that adds random(2) and substracts random(2) from every single stat of all units in the game, so each unit will be unique (and it will make more sense, after all, not every human is as strong as every other human). Though it does sound a bit hard to code... (unless we will have a database with all of the units and their stats in it, in a format you can use to generate the code with a program)

RedRover December 12th, 2005 11:31 PM

Re: Mod Command Brainstorm
 
Agrajag: Oooooooh! I really like this one. The AD&amp;D system had a whole race of demons called Hordlings. Their appearance, stats, attacks, and powers were all randomized. Great stuff!

Endoperez: Here are a few questions (anyone else with definitive knowledge is invited to participate):

Query 1:
Is there a unit mod command that allows map movement but gives tactical battle immobility. A modding application would be a Siege Artillery unit (catapult, springal, trebuchet, etc.).

Query 2:
When setting up a PD spellcaster (#defcom), is there any way to ensure the caster has gems without actually creating a scenario?
What is the effect of magic richness on PD casters?
Is there a richness setting at which you can be reasonably certain that PD spellcasters will have gems?

Query 3:
I am a little confused about the #castledef command in the Manual.

The Modding Manual definition gives this as a bonus in rebuilding defensive structures when besieged. However, the Unit Database defines an ability that is a Defence stat bonus when in a fort.

Are there actually two different effects, or is this a conflict in source documents? In other words, do the C’tis City Guards have the bonus defined in the current Modding Manual, or do they have some other ability that at present we do not have the ability to mod?

-----------------------------------------------------------
All: Here are a few more ideas...

Guard(+X): The reverse of Berserk. If the unit is wounded and passes a morale check, the number is added to its Strength and Defense, and subtracted from its Attack. It will also never retreat from combat.
The application would be thematic: the Varangian Guards of Byzantium, the bodyguard of the King of Sparta (the 300), etc.


Magic Path Switching Tool: This command would immediately follow a command for random magic path selection. It changes the random path to another path. Example:
#pathswitch 0 6
This example command would turn a Fire path result from the immediately preceding command to a Nature path result.

The application of this switch would be to mold random magic path results along specific lines—for example, allowing the Random Sorcery command to redirect, say, a random Blood magic result to another chance at Astral, or even a Random Elemental result.

Endoperez December 13th, 2005 12:04 PM

Re: Mod Command Brainstorm
 
Quote:

RedRover said:
Query 1:
Is there a unit mod command that allows map movement but gives tactical battle immobility. A modding application would be a Siege Artillery unit (catapult, springal, trebuchet, etc.).


I haven't tested it, but #mapmove 1 and #ap 0 probably give this result. Catapults can be easily used as 60+ str units with Boulder as a weapon; Boulders have correct graphics, have range of (str/3) IIRC, and add Str to damage. Also, high str makes the unit better at breaking down castle walls.

Quote:


Query 2:
When setting up a PD spellcaster (#defcom), is there any way to ensure the caster has gems without actually creating a scenario?
What is the effect of magic richness on PD casters?
Is there a richness setting at which you can be reasonably certain that PD spellcasters will have gems?


I don't think anything can make a province defense commander to have any gems at all, as they are always newly generated for every battle.

Quote:


Query 3:
I am a little confused about the #castledef command in the Manual.

The Modding Manual definition gives this as a bonus in rebuilding defensive structures when besieged. However, the Unit Database defines an ability that is a Defence stat bonus when in a fort.

Are there actually two different effects, or is this a conflict in source documents? In other words, do the C&amp;#8217;tis City Guards have the bonus defined in the current Modding Manual, or do they have some other ability that at present we do not have the ability to mod?


The ability is the same. Official documentation tells us why e.g. C'tis City Guards are better at defending forts, unofficial guides tell us what it does.


Quote:


Guard(+X): The reverse of Berserk. If the unit is wounded and passes a morale check, the number is added to its Strength and Defense, and subtracted from its Attack. It will also never retreat from combat.
The application would be thematic: the Varangian Guards of Byzantium, the bodyguard of the King of Sparta (the 300), etc.


Again, I'm not sure if there would be need or use for a command like this... It's more of whom they are defending, rather than who the defenders are. Because of this, I offer my proposal as an alternative:

Mindbender (+X): The unit with this ability has an unnatural ability to control feelings of others, and mere glimpse of her eyes is powerful enough to bewitch any mortal men. The thought of him dying drives those near him into depression, and they are ready to give their own lives to protect the center of their lives.
Whenever a unit with Mindbender ability is wounded, on an area (spesific size depends on the ability's power level) close to him all friendly units that fail a [morale? magic resistance? both? either?] check become enraged, and become unable to feel their own pain as they try to keep the Mindbender alive. These units never retreat, can withstand more fatique (enc: - {X/} ) and their strikes become more powerful (+ X str). Any bodyguards attached to the mindbender unit are automatically in this state as long as the mindbender is alive.

Quote:


Magic Path Switching Tool: This command would immediately follow a command for random magic path selection. It changes the random path to another path. Example:
#pathswitch 0 6
This example command would turn a Fire path result from the immediately preceding command to a Nature path result.

The application of this switch would be to mold random magic path results along specific lines&amp;#8212;for example, allowing the Random Sorcery command to redirect, say, a random Blood magic result to another chance at Astral, or even a Random Elemental result.

I agree, this would be wonderful.
If random and preset magic paths aren't differentiated in the code, maybe some number code similar to terrain etc could be used to make it possible for a mage to receive a random magic from among chosen paths. This isn't needed if your idea works, and yours would be easier to use and understand, but other modding commands use format more akin to what I suggested.


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