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Old November 20th, 2003, 03:07 PM
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Default Re: CherryMod Thread

Quote:
Originally posted by Saber Cherry:

1) Visible fields in armor that allow it to affect attack, precision, and gold cost (currently, the only fields are resources, protection, defense, and encumbrance, AFAIK).

2) New unit ability, "Upkeep", set as a percentage. Most units would stay at default of 1/15 cost, but you could give a unit the "Upkeep" ability to set it at 130% of normal or 40% of normal or whatever. Alternately, this could be a floating-point unit stat, that you could see by right-clicking on the unit's name or something. Upkeep should always be visible on the unit screen, anyway, so you don't get confused about the costs of keeping Black Hawks or whatever...

3) New unit ability, "Forager". This would also be a percentage, allowing you to give some units the ability to consume 70% of the normal supply, or whatever... even better, supply usage would be a great unit stat.

4) If this cannot be accomplished with a mod already, the ability to rescale supply levels, so that units eat 10X as much, castles hold 10X as much, items generate 10X as much, pillaging generates 10X as much, and provinces yield 10X as much. Alternately, processing supply as a float instead of an int would accomplish the same thing=)
Well, Cherry chan. I'm glad you are planning some modding, it would be boring if we did enable modding and no one made a mod anyway.

I'll see what we can do to help you out, but our first modding patch will be very basic and things like modding of armor and weapon types will probably not be supported. BTW, there is no resource stat for armors, it is a unit stat instead. We have the armors' resource values scribbled down on a paper somewhere.

3. Changing supplies usage can be done already to some extent. For instance the fey boar generates 20 supplies and the fat celetial servant eats like 3 men even though he cannot starve.

4. This can be done for some things, but not all, so I don't know if any rescaling would be possible yet.
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