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Old November 23rd, 2005, 05:00 PM
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Default Re: Mod Command Brainstorm

EDIT:
Ugh! This is a LONG post! I'm afraid this will scare away all official people who might have read this thread just so they could quote something cool and say "that's already in". (Hey, who knows. They already did it with the shore/coastal suggestion in Wishlist some days ago.)


Quote:
RedRover said:
I am a little unclear on your #fortdef comment. Are you only proposing this as an alternative format, or are you saying that currently adding this command to a mod will actually work in dom2?

I'm quessing that #fortdef is closer to what Illwinter would use as the keyword. However, now that I checked what is used as #siegebonus, I think it's more likely to be #castlebonus or #castledefensebonus. Has nothing to do with the actual idea, of course.

Quote:

(new)
Unit Power
Capital only. This Unit can be produced only in the capital.
Leader Power
Capital only. This Leader can be produced only in the capital.

All current modding commands affect ALL units, regardless of what and how they are. I think it's a reasonable idea, so there would only be need for one set of commands that only work one way.

More to the point (this suggestion):
Currently, units can be used anywhere. Trolls are summoned from Earth Court and Summon Troll, and can be recruited from Troll Cave or somesuch site, and from certain independent poptypes that might never come up except in maps that define them. All of these are the same unit. The control of recruitment doesn't happen from the UNIT, but instead it is defined by the way you obtain it. Rather than unit command, I suggest the following:

Spell modding:
#summonunit OR #unit <number> <id>|<name>
The spell a creates/summons <number> units of the given name or id.
#summoncommander OR #commander <nr> | <name>
The spell creates/summons unit of the given name or id.

Nation modding:
#capitalunit <nr> | <name>
The selected nation can recruit unit of the given name or id only from its capital province. Other nations that conquer this nation's capital can't recruit the spesified unit, nor can they recruit their own capital-only units from conquered enemy capitals. (compare to #recunit, #reccom)
#capitalcommander <id> | <name>
Quess.

Site modding:
#siteunit <id> | <name>
#sitecom <id> | <name>

The unit/commander of given blablabla can be recruited from the province this site is located in once the site is found.


I don't think I missed anything. But I lost my patience. Must be the Dark Side...

Here are some Real Ideas, first for spells:
Summon spells are easy. A number of critters appears. It's the cost and requirements (already definable), the name of the spell, and the creature(s) summoned that make it interesting. Therefore, I propose the addition of the following spell modding commands:

#newspell <spell number>
New spell of this identifier is added. If not possible (because of the data structure), then a dozen or two blank spells would be nice.

#name "<name>"
"This must be the first command for every new spell.
It sets the name of the weapon." It also affects existing spells.

#summonunit and #summoncommander, defined earlier.

Also, I don't know of the format, but creating a Crossbreeding-like spell that summons creatures chosen from a larger number of critters would be awesome. It would also be possible, although not simple, to make some critters more common by having them appear in the list more often.




Damage spell could be done, but it would be much more boring. We can't create totally new, original effects as we could do for spells. However, if they were to be done:

#numberofeffects
The number of darts/bolts/whatever the spell creates/fires/shoots
#precision
and a way to define the effect (probably as a "weapon").
#flyspr and #explspr already exist, but they should be changed to work for magically propelled energies as well.


And now, something to consider:
Everything a magic weapon can do as weapons, even special abilities like Shatter of that hammer (Smasher?), or Strength Drain, are technically WEAPONS. So even if the only effects we could add would be called "weapons", we would in effect deal any kind of damage (fire, cold, lightning, armor piercing, armor negating, and/or unresistable (normal OR acid), as well as multitude of special effects (check modding manual, table 7 at 4.27. Please do realice that every number from 1 to N is a weapon OR a special effect, AND that all of them have been compiled into Unit &Weapon Database etc.)


Weapon modding:
Various slaying abilities. These would be complicated. Something that could work would be e.g.

#doubedamage <type>
#tripledamage <type>

etc, in which <type> would be e.g. Cold-blooded, Demon, Undead, Mindless, Magical Creature, Stealthy, Mounted and, of course, Pretender and Prophet ()... with pre-given numbers. Only the developers could add to this list, and the multiplier couldn't be defined, but it would still offer quite a many interesting options.



Also, a strange idea that just popped into my head:

Affliction modding:
#newaffliction
#name
#str, #att, #def... as in the unit stat screen
if possible, #removebody <number>, where number would stand for equipment slot(s) that would be removed from the unit if he/she/it had it before the affliction.
#fire, #lightning, etc. for damage types
#neverheal, #noheal
Like "Never" Healing Wound and then something that really never comes off, whatever you do.

It would be cool to have an army of Scarred warriors after fighting Abysia:
#newaffliction 166
#name "Scarred"
#prec -2
#att -1
#def -1
#mrl -2

There aren't that many really interesting ideas that can be pulled off with only modifying stats, so this probably isn't worth it.
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