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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)

Edi August 1st, 2007 06:18 AM

Re: Modding reanimating priests
 
#icearmor is a property of the monster, not the armor, so that could not be added to armor modding. Similarly, awe, fireshield, resistances and other such special abilities are properties of a monster, not armor, so the same applies.

The magic effect for armor is nice, but I'd settle for being able to mod armor by number and also assign armor to monsters by number in mods, which would be the most significant improvement there.

Adding effects to ITEMS, now that would be nice, but it is not a very trivial addition compared to e.g. getting #darkvision <nbr> or having #cold changed to #cold <nbr>.

The #inquisitor and #autoberserk ideas are good.

sube August 1st, 2007 06:02 PM

Re: Modding reanimating priests
 
A few more:

Nation modding:

- Only 5 heroes are enabled now (#hero1 ... #hero5), can it be extended to 10 (or whatever)? Heroes can be fun

- A command to mod the gcost for a nation temple (like Man and Pangaea which have temples for 200g rather than 400

- A command for a dominion that kills people like Ashen Empire, #deathdom <intensity> (this one many not be quick to implement though)

- #castlegold <bonus>: similar to #castleprod but here the bonus is gold, not resources

Unit modding:

- Now only #domsummon, #domsummon2 and #domsummon20 are available. Is it possible to have a bit more granularity? (e.g. #domsummon3, #domsummon5 etc)

- Something like #affliction <affliction id>. Forces a unit to have a specific affliction, chosen from a lookup table (like the Odin pretender for instance, who always has lost an eye)

Sombre August 2nd, 2007 12:56 AM

Re: Modding reanimating priests
 
#summon1 and #summon5 are available, but not #summon2, #summon3 etc. Same deal as #domsummon really.

A #unique tag would also be quite useful.

sube August 2nd, 2007 05:22 AM

Re: Modding reanimating priests
 
And also:

- #nodrain: this unit's research is not affected by drain scale (just like a Ulm smith)

- #patrolbonus is not yet implemented right?

- #seasonal <season>: unit gets extra hp during a specific season (like winter wolves, simmer lions, red guards etc)

And i had a fourth one too, but right now i can't remember what was it. Damn old age...

Edit: Ah yes:

- #heroname <name>: forces a hero to have a specific name

Sombre August 2nd, 2007 04:05 PM

Re: Modding reanimating priests
 
Nodrain is pretty easy to get via copystats without drawbacks though, from what I recall.

Seasonal would be very fun. Ant and grasshopper soldiers.

Gandalf Parker August 2nd, 2007 04:52 PM

Re: Modding reanimating priests
 
If these are new suggestions then I would recommend adding them to the modder wishlist thread. Modders Wishlist

Edi August 3rd, 2007 11:05 AM

Re: Modding reanimating priests
 
There's a reason I asked people to post the small stuff here, Gandalf, namely that I can do a quick roundup of the most burning issues. The modders' wishlist thread is nowhere near the size of the bug discussion one, but I'm not inclined to wade through all of it right now.

Endoperez August 3rd, 2007 03:23 PM

Re: Modding reanimating priests
 
I take it you have already checked out my lists in the Modders' Wishlist thread. I've waded through it a few times.

Edi August 3rd, 2007 03:54 PM

Re: Modding reanimating priests
 
Not for a while. I will, though. Thanks for reminding me. http://forum.shrapnelgames.com/images/smilies/happy.gif

chrispedersen April 26th, 2008 01:46 AM

Re: Modding reanimating priests
 
The situation seems to have gotten a little more interesting in 3.15.

EA Oni demon priests now cannot reanimate.
Demon Kings CAN reanimate - but only up to ghouls.

However, if you make the demon priests undead - they can reanimate again - up to longdead caval....

Weird.

Chris

Saulot April 26th, 2008 02:17 AM

Re: Modding reanimating priests
 
AFAIK, all undead priests reanimate.

Edi April 26th, 2008 06:06 AM

Re: Modding reanimating priests
 
Priests who also have the demon tag can do so. Demon Priest is not a demon, as explained in the bug discussion thread.

National undead reanimation is not possible, because we do not have an #undeadnation mod command (though the attribute exists, e.g. Lanka and Broken Empire Ermor have it).


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