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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. |
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 |
Re: New mod commands
Awesome! They are going to be really really helpful.
I wonder what #startaff does. |
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Ah yeah, it'll probably be starting affliction I guess.
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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. |
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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. |
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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- |
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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.
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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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Or would it apply also to a map shortlist and a server shortlist? |
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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. |
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. |
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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).
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All correct. #leper is the popkilling thing Harvester of Sorrows?? does.
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Nice one JK.
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Kristoffer, Johan, this is why we love you guys!
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Wow, neat stuff! Lots of potential. Hmm, we could actually make a Moose Mod that makes Moose only stealthy in woods!
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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%).
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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.
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It's still a welcome addition that's for sure. I'm more excited about the terrain based shape changing though.
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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? |
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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.
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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. |
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8. Will the #singlebattle type comand will be added? The gladiator one battle deal?
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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.
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w00t, I've just saw this. Thanks guys, that's awesome. Finally easy access to things like uniques.
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Hmm. I hven't tried this but #ressize 0 might work for that.
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From the progress page:
28th june * Monster modding: #cold and #heat takes an area variable. |
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. |
Re: New mod commands
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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. |
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. |
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Endo, I just saw that message and attachment. Thanks. http://forum.shrapnelgames.com/images/smilies/happy.gif
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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. |
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At the rate Johan is going, I'm going to run out of shortlist soon! http://forum.shrapnelgames.com/image...es/biggrin.gif
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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 |
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*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 |
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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. |
Re: New mod commands
That's exactly what it does.
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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. |
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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.) |
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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.
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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.
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