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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

Gandalf Parker June 25th, 2008 09:53 AM

Re: New mod commands
 
Quote:

Kristoffer O said:
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.

Is that tied into his basic love of mods?
Or would it apply also to a map shortlist and a server shortlist?

Johan K June 25th, 2008 12:22 PM

Re: New mod commands
 
This mostly applies to monster modding as it is difficult to know what relevant abilities I have missed, but quite easy to implement them since the abilities are already there for existing units.

I believe there will be some more modding additions for the next patch, but I don't know in what areas yet.

And #startaff is a command that sets a percentage chance of starting with a random affliction, just like a flagellant.

llamabeast June 25th, 2008 12:28 PM

Re: New mod commands
 
Top of my list of monster modding requests (aside from those just done) is #heat <nbr> and #cold <nbr> so we don't always have to give things heat/cold 3. That would be great. I suppose I should post that in the shortlist thread though.

These ones you've just done are super handy though. I'm going to make use of several of them right away once the patch comes out.

llamabeast June 25th, 2008 12:31 PM

Re: New mod commands
 
Oh, I just checked the modding shortlist - that list is actually excellent, or at least the creature modding bit (which I'm interested in) is (didn't properly look at the rest).

Edi June 25th, 2008 12:41 PM

Re: New mod commands
 
Quote:

* New monster modding commands: #watershape, #landshape, #forestshape, #plainshape, #unique, #stormimmune, #startaff, #bloodvengeance, #stonebeing, #leper, #beckon.

I've greenified some of the list items, but I would like confirmation of the following:
  • #beckon is what I listed as #lure?
  • #stormimmune is what I listed as #stormflyer?
  • Is #leper the plague carrier or the popkilling reaper?
Thanks for doing these. I'm certain they will see a lot of use. http://forum.shrapnelgames.com/images/smilies/happy.gif

Johan K June 25th, 2008 01:16 PM

Re: New mod commands
 
All correct. #leper is the popkilling thing Harvester of Sorrows?? does.

Sombre June 25th, 2008 01:33 PM

Re: New mod commands
 
Nice one JK.

HoneyBadger June 25th, 2008 05:19 PM

Re: New mod commands
 
Kristoffer, Johan, this is why we love you guys!

PvK June 25th, 2008 05:31 PM

Re: New mod commands
 
Wow, neat stuff! Lots of potential. Hmm, we could actually make a Moose Mod that makes Moose only stealthy in woods!

quantum_mechani June 25th, 2008 07:06 PM

Re: New mod commands
 
Quote:

[/i]
#unique

This one alone makes me quite excited for the new patch. It's amazing how far modding has come, bit by bit. To echo everyone else, thanks! http://forum.shrapnelgames.com/images/smilies/happy.gif

Sombre June 25th, 2008 07:13 PM

Re: New mod commands
 
I don't see #unique as a very big deal. With copystats you could already get it with very minimal unwanted abilities (stealth 0 or regen 1%).

quantum_mechani June 25th, 2008 07:20 PM

Re: New mod commands
 
That's true... but there are an awful lot of things that don't go thematically with stealth or regen. But then I'm always exceptionally thematically picky.

Sombre June 25th, 2008 07:41 PM

Re: New mod commands
 
It's still a welcome addition that's for sure. I'm more excited about the terrain based shape changing though.

Atreidi June 25th, 2008 09:13 PM

Re: New mod commands
 
1. Will #startaff include being horror marked or cursed?,
Or will there be a #starthorror or #startcurse.

2. Will there be a #firearmor, #icearmor or #shockarmor? (similar to the #poison armor)

3. Will there be a #ritualbonus? (similar to the #forgebonus but getting reduction for rituals)

4. Will there be a status icon for negative #incunrest, or negative #nobadevents?

5. Will there be more options to the #magicskill <path> <level> aside from the 50,51,52?

6. Will there be a #domsummonrandom? or some kind of randomization in the summoning?

7. Additional commands for creating new magic armor and weapons?

HoneyBadger June 25th, 2008 11:09 PM

Re: New mod commands
 
Fire/Ice Armour gives me an idea: Suppose you had a lightning armour (or some other kind of protection/damage type) that did more damage to attacking troops, based on how many of them actually attacked *you* in a given round. Like say you have a titan roaming the battlefield with this lightning armour on, and he's attacked by 4 different chaff in a given round. They each recieve 4,3,2,1 points of damage, in order of who attacks first. If only one attacked, that chaff would only recieve 1 point of damage.

Edi June 26th, 2008 02:44 AM

Re: New mod commands
 
Quote:

Atreidi said:
1. Will #startaff include being horror marked or cursed?,
Or will there be a #starthorror or #startcurse.

2. Will there be a #firearmor, #icearmor or #shockarmor? (similar to the #poison armor)

3. Will there be a #ritualbonus? (similar to the #forgebonus but getting reduction for rituals)

4. Will there be a status icon for negative #incunrest, or negative #nobadevents?

5. Will there be more options to the #magicskill <path> <level> aside from the 50,51,52?

6. Will there be a #domsummonrandom? or some kind of randomization in the summoning?

7. Additional commands for creating new magic armor and weapons?

1) No and perhaps, depending on whether those two new additions would be new mechanics.

2) Fireshield would be firearmor. There is no iceshield or lightning shield, so those would be new mechanics. Their addition would depend on Johan, but not everything needs full symmetry.

3) This would be a completely new mechanic and a rather powerful one. I doubt there will, but we might get that for magic sites (where the mechanic exists)

4) Icons have generally been up to Kristoffer. Perhaps.

5) Perhaps, depending on whether Johan will modify the #custommagic command. I need to add that one to the shortlist.

6) Completely new mechanic, therefore more unlikely than simply unlocking existing stuff.

7) Possibly. I have not had time to compile an item modding wishlist yet.

Atreidi June 26th, 2008 10:00 AM

Re: New mod commands
 
8. Will the #singlebattle type comand will be added? The gladiator one battle deal?

Kristoffer O June 26th, 2008 10:51 AM

Re: New mod commands
 
Not sure, but i think that one is hardcoded. Unit nbr x and unit nbr y are removed after one battle. Thus not as easy to make moddable as the other fx's.

lch June 26th, 2008 11:03 AM

Re: New mod commands
 
w00t, I've just saw this. Thanks guys, that's awesome. Finally easy access to things like uniques.

Edi June 26th, 2008 11:34 AM

Re: New mod commands
 
Quote:

Kristoffer O said:
Not sure, but i think that one is hardcoded. Unit nbr x and unit nbr y are removed after one battle. Thus not as easy to make moddable as the other fx's.

There's other hardcoding related to Retiarius and Gladiator as well, namely that their resource cost is 1 despite the equipment they have and other units with same stuff have a resource cost that matches the equipment.

Sombre June 26th, 2008 01:46 PM

Re: New mod commands
 
Hmm. I hven't tried this but #ressize 0 might work for that.

Edi June 29th, 2008 02:44 PM

Re: New mod commands
 
From the progress page:

28th june
* Monster modding: #cold and #heat takes an area variable.

PvK June 29th, 2008 06:31 PM

Re: New mod commands
 
Nice!

BTW, I could really use "dt_small" (affectionately thought of as "dt_squash" right about now. I'm starting a mod to tramplers to change the trample mechanic for some of them. DT_small already on the shortlist.

Also I'm just about finished with the first version of the spell portion of my complete magic rebalancing mod for epic/RP /army-loving purposes. I'm having a lot of fun with it.

Endoperez June 30th, 2008 03:07 AM

Re: New mod commands
 
1 Attachment(s)
Quote:

PvK said:
Nice!

BTW, I could really use "dt_small" (affectionately thought of as "dt_squash" right about now. I'm starting a mod to tramplers to change the trample mechanic for some of them. DT_small already on the shortlist.

Also I'm just about finished with the first version of the spell portion of my complete magic rebalancing mod for epic/RP /army-loving purposes. I'm having a lot of fun with it.

Nice!

If you're interested, I attached the mod with the weapon changes we discussed a while ago. I haven't changed forgeable magic weapons or resource costs, but it gives should give a good idea about the direction of the change.

Anyone else, the mod basically tries to make spears and polearms, axes and battleaxes, mauls and hammers etc weak weapons better. Feel free to try it if you're interested.

NTJedi July 8th, 2008 03:36 AM

Re: New mod commands
 

New Ability:

New modding commands which allow us to add new mercenaries into the mix of existing mercenaries would be appreciated.

PvK July 8th, 2008 07:43 PM

Re: New mod commands
 
Endo, I just saw that message and attachment. Thanks. http://forum.shrapnelgames.com/images/smilies/happy.gif

llamabeast July 9th, 2008 03:13 PM

Re: New mod commands
 
9th july
* New weapon modding commands: #dt_small, #dt_large, #dt_raise, #dt_magic, #dt_constuctonly, #dt_demononly, #mrnegates, #mrnegateseasily, #mind.
* Weapon modding: Range -1 = strength as range, -2 = str/2, etc.

Ooh! More goodies! And some good stuff for you there PvK.

#mrnegates will be really useful I think. I'm going to use it in Tomb Kings for sure.

Edi July 9th, 2008 03:50 PM

Re: New mod commands
 
At the rate Johan is going, I'm going to run out of shortlist soon! http://forum.shrapnelgames.com/image...es/biggrin.gif

Zeldor July 9th, 2008 03:54 PM

Re: New mod commands
 
Edi:

Nah, just copy other shortlists here, maybe he won't realise and code UI Improvement shortlist too and few others http://forum.shrapnelgames.com/images/smilies/happy.gif

Edi July 9th, 2008 04:01 PM

Re: New mod commands
 
*counts*

You guys do realize that, as of this typing, in the next patch we are getting 3 old mod commands significantly improved (#heat, #cold and #range) and 20 new ones?

http://koti.welho.com/ehalttun/Image...s/icon_eek.gif http://koti.welho.com/ehalttun/Image...s/icon_eek.gif

Sombre July 9th, 2008 04:20 PM

Re: New mod commands
 
Some of those mod commands will be seriously useful.

I'm curious about what #dt_raise is though. The only thing I can think of is that it replicates the soulless creating ability of the twin spear.

Edi July 9th, 2008 06:16 PM

Re: New mod commands
 
That's exactly what it does.

calmon July 9th, 2008 06:34 PM

Re: New mod commands
 
I would like to see some more map commands.

Basically a command to position a sqad/commander on the battlefield and another one to give up to 5 special and 1 general order.

With this you can set up fine SP scenarios without any other AI involved beside the battle AI.

PvK July 9th, 2008 06:53 PM

Re: New mod commands
 
Oooh! Yummy! I'll be able to do the trampler mod the way I wanted to!

Is there something in the game that currently does construct-only damage? (I know there are ones which do multiplied damage on constructs.)

Edi July 9th, 2008 07:16 PM

Re: New mod commands
 
There is probably some mechanic that does that, so it just got activated for weapon modding. I didn't just pull it out of my arse, if that's what you're thinking. I'm thinking crusherknack is probably that weapon, it's a secondary effect of the Smasher.

Sombre July 9th, 2008 08:50 PM

Re: New mod commands
 
Ah if only we could get the ability to add recruitable troops and commander to non starting sites too. That would be the icing on the delicious patchcake.

NTJedi July 9th, 2008 11:46 PM

Re: New mod commands
 
Quote:

calmon said:
I would like to see some more map commands.


Yes more map commands would generate interest in gamers creating unique maps. Map edit commands could use some love.


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