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Old November 23rd, 2005, 12:11 PM
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Default Re: Mod Command Brainstorm

Quote:
RedRover said:

Unit Power
Fort Defense Bonus: The unit receives a Defence bonus when defending a fort.

#deffort(+X) where X is the bonus to Defence.

I'd say that it appears as #fortdef (N), where N could also be negative... This could be caused e.g. by Sphinxes or Tarrasques (I wouldn't want to be forced to be that close to a unit of that size in a sieged city!

Quote:

Unit Power
Unit Explodes When Destroyed:

Or simply:
#deatheffect <effect nr>
This would be defined as the #secondaryeffect and #secondrayeffectalways commands. This allows for EVERYTHING a weapon can do, e.g. AoE 5, 5 (no str bonus) Armor Piercing Fire damage makes an explosion; OR range 15, prec. -20, 6 dam missile weapon with 25 missiles/shot (with #nratt 25,think Blade Winds) makes shrapnel.

Quote:

Unit Power
#badevent (X)

#event (X): where X is the Fortune (if positive) or Misfortune (if negative) level of event. Possibly even another variable which would control the possibility of such an event. With it:
#event 3 25
-very good events very often
#event -1 100
-minor bad events every turn
#event 1 5
#event -2 60
#event -3 35
-minor positive events every now and then, but lots of bad events.


Quote:

Oh, more thing--please follow normal brainstorming rules--no negative comments on contributions. We can dissect an alpha list after we've generated it, but let's generate one first.
I call this "constructive criticism", so it doesn't count, right?

Unit/pretender power
#orderscale <strength>
The provinces in which this unit resides slowly changes towards Order. Strength could be simply -6 to 6 (maximum amount the unit can change the scale from the base), or another variable which would make it possible to give e.g. Eyes of the Lord a small chance of increasing the province towards Order.
Similar commands for other scales, #magicscale, #growthscale etc.
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