
April 19th, 2004, 09:26 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
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Re: Suqqestions for new modding commands
Quote:
Originally posted by Vicious Love:
The ability to randomize certain stats, rather than just spell picks
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Ive been debating moving from the random map scenario area (writing programs which write random surprises to the .map file) into the random mod area. Since the .dm file is a text file it shouldnt be any harder to write a program to randomize as much as possible without adding new units.
I havent really looked at mod commands but dont they allow you to change stats and add abilitys to units in the game without having to dupe them first? The description might say that an experiment into a new global spell went terribly terribly wrong. Count 1 to 1087 (number of units in the game) and randomly alter 1 thing. I think it would be fun to jump into the game and checkout your troops to see what you gained and lost, discover what independents are now easy or hard, find out if all that expense on that summons was a horrible waste or a wonderful surprise.

[ April 19, 2004, 20:27: Message edited by: Gandalf Parker ]
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