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Mod command request
I know this post might have been in the wishlist, but I think this is a major missing IMHO.
Could we have an oposite command of #restricted??? We could call it #notnation <nation number>. Alot of modding would be easier with a command like this, especially if you want a nation not having specific items, units and spells. Or atleast allow #restricted more than 3 times for a specific object, unit,spell. Here's an example; I want to remove the default priest spell from my nation (90) because I want to add my own. By doing this I have to type (without including the nation numbers that are for new nations (72 to 94); First select the current priest spells (753 to 761) and restrict them (max 3 is allowed). Next make new spells that copy spells (753 to 761) and make 3 new restrictions, and so on etc. etc. untill all the nations are covered. Code:
#selectspell 753 Code:
#selectspell 753 By using #notnation command it will allow the modder also to disable default pretenders that the modder wish not to show up as an option. Imagine to use #restricted to disable 2 or 3 pretenders o_O regards Thilock Dominus |
Re: Mod command request
It's true, it would be useful. I'd use it to remove pretender options from various nations. It would have to be a command that you could repeat though, or you'd have similar headaches trying to remove something from various nations.
I don't think saying 'for the love of god why don't we have this?' is a goodway to motivate KO and JK though. The best way is simply to say we'd like it, if it's not too much trouble, and it would help us get even more mileage out of modding. |
Re: Mod command request
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Re: Mod command request
A command for removing a certain spell from a spesific nation might not be possible, but it would be nice for certain things.
I think it would be easier to have a command to clear the list of pretenders or holy spells available for the nation. Similar to #clearrec or #clearsites, the new commands would be: #clearpretenders #clearholy Either option would be nice. #restricted would be much more useful, obviously, but if it's impossible the latter would be almost as good for many mods. |
Re: Mod command request
I'd love all the suggestions in here :D I must say I'm not that annoyed by having spells (I'd just create my own spell if I where you and ignore the other, but I don't know you whole reasoning) but removing pretenders would be great.. some (to be honest for me it's MOST) mod nations you just want played with your thematic pretenders and not with the standard cyclops since he's the best earthblesser around.
I've always wondered why there are so few holy spells (but going a bit off topic) maybe I'll need to find a few more uses for holy magic. I'd say a holy magic mod with like 10 decent spells in holy 1-3 and some superspells in 4 and 5 might be nice (I find the higher power holy spells pretty useless actually, comparing them to say level 4/5 fire spells.) I even think it might be a mod that would be relatively easy to make (once you have the idea's) and might find a large attraction in the community. Actually I'd say it's for balancing holy magic and might find it's way into CBM eventually if done correctly. Anyone interested in picking up that idea? |
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My exampels I showed in the first post comes from the mod I'm building. If the priest have access to the holy spells (the default ones), it may put stuff out of balance as I have created some unholy spells to them instead. So by letting them have both holy (default) and unholy (custom made - undead nation) spells they become overpowered which will ruin the gameplay. Quote:
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Re: Mod command request
Good luck with the vampires btw :D, they are bound to be a hit.
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-Max |
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There are a couple of mod nations that use this and MA Ulm have a couple of earth spells that require levels of holy in vanilla. |
Re: Mod command request
I think Holy has to be secondary path, though. At least in rituals, but possibly in normal spells as well.
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Holy rituals - I don't think rituals can be set to 0 gems (at least not as far as I recall) so they won't work for obvious reasons. |
Re: Mod command request
Sure they can. Llamabeast's Final Sacrifice mod (i.e. the Disband mod) has a Holy ritual spell for wiping out friendly units, with zero gemcost.
-Max |
Re: Mod command request
Ah, there you go. I had a memory that I'd tested them and they didn't work (0 gemcost rits) but maybe I had made some other error in the code.
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