
April 19th, 2004, 10:46 PM
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Corporal
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Join Date: Feb 2004
Location: Finland
Posts: 124
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Re: Suqqestions for new modding commands
Well Gandalf...
code:
x == 1
for x
write (#select monster) x
write random (#ambidextrous -- #wastesurvival), //perhaps excluding magic
paths and giving predesignated values for those abilities that need them,
like berserk would always be 3 and a standard
would always be 7
write (#end)
while x < 1087
Please excuse my horrible attempt at pseudo-code.
Just adding the abilities wouldn't be hard. You teach me to code and I'll do it myself. Modifying the stats would be a little more tricky, as there's no way one can tell what an unit's orginal stats are. Perhaps one can throw in some predefined stat values that are either very useful, or catastrofic for most units. Like #enc 20 or #enc 0.
Even without real value randomizing, it'll be very fun to find out that your hoplites have a disease cloud, your mystics are beserkers, your astrologers trample, and that standard indy militia is immortal. Oh screw this, make it 2 random abilities/ commander
fixed my screwed code tag
[ April 19, 2004, 21:48: Message edited by: Tuna-Fish ]
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