View Single Post
  #1  
Old April 19th, 2004, 06:16 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Suqqestions for new modding commands

I have had few ideas, but at the moment they can't be modded to the game. Because of that, I decided to make this thread. First ones are pretty generic, and the ones concerning heroes can give out many more possibilities when creating new ones. Any comments are welcome. Feel free to add your own ideas.

#copy
usaeable both when modding spells and units. Propably needs two different names, #copyspell and #copyunit would do fine. This command lets one make new spells or units that have many things common with existing ones, eg. to make new Berserker Priestess heroine to Arcoscephale. You just #copyunit normal priestess, give him (auto-)berserk, add one more level of nature magic and few hitpoints. Depending on how the command is implemented you might need to create new sprites as well. #Copyspell would ideally make it possible to make new spells, Earth Meld remake for Water would be easy example. #Copyspell "Earth Meld", change the magics, make it only castable underwater and you've got a new spell! Or if you want to make a series of new Blood spells summoning 1+ devils/ frost fiends etc. instead of current 1, #copyspell "Summon Devil", make it cost some more bloodslaves and raise Blood requirement a little. (And add that plus to it too, if it is possible.) I am not asking for #copyitem or #copysite because they won't be useful before there is some kind of modding for items/ sites too. Does IW have any plans regarding that?


Advanced Heroes Modding:
#addspell, #bodyguards, #ownitem...
With AHM-commands, you have more control over that hero. He might come with a magical item of his own (not something he would give away!), some bodyguards or even new spell to add to your repertuare!
I am thinking those spells as new "national" (level 0) spells, added to the mix when the hero comes forth in the game. This would make it possible to have a heroic Bard to come singing to the Fortress of Man and dish out a new spell song, as an example.

The #bodyguards -command does the same things as it does to the normal commanders when writing a .map-file, give him some guards. I'm not sure if they should be removable or not.

the #ownitem would have the hero come with an item, preferably one that would be considered cursed. Or maybe the hero would act as a mercenary... But mercenaries are greedy in other ways too. I can't really say how hard this would be to add, but for me it would be a nice addition. It would also be used to limit the heroes, as an example if someone thinks C'tis shaman hero shouldn't give C'tis easy access to Astral-3 with a Starshine Skullcap, he could mod him to come with only one level of Astral and a build-in Starshine cap! He could still use a Moonvine Pendant, but that is harder to make...


And a few ideas concerning Item modding.

if a #copyitem command is added, and the type and the cost of an item are moddable, much can be done. A weapon granting regeneration would be done by #copying Ring or Armor giving that ability and changing it to a one-handed weapon...
#firereq, #earthreq etc. adjust the skills needed to forge the item, and #rarity tells the level of construction needed to make it. #rarity could be a number from 0 to 5, level 0 item would be a trinket, level 4 one an artifact and level 5 one unforgeable (like Precious, Hammer of the Cyclops).
#firedamage, #colddamage etc. would make a weapon to dish out that amount of elemental damage when it hits.
Preferably item commands would be same as those that can be used when modding commaders but being added to the original values (of a wearer). I don't know if this fits in with the way items are considered now...
#castspell would let the wearer to cast a spesific spell. I would love to be able to make new items like Nethgul and Green eye, but I don't think that will be worth the work. There are other special powers I would like to see, but most of them could be acquired with #copyitem if it is implemented.


Here they are, some new ideas, most propably too hard to make and few that will hopefully be seen... I will be happy if even one of these comes true, and I have my hopes high as far as item modding goes... I would like to thank Illwinter for all the fun I have got to this day! Your games have been very enjoyable experience, and I still have three new nations to try out... And all the different themes!
(If someone didn't realize, I had a nice moment in a MP game today. )
Reply With Quote