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Old November 24th, 2005, 11:54 AM

RedRover RedRover is offline
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Default Re: Mod Command Brainstorm

Endoperez: I really hope you don't scare people off.
Maybe we should concentrate on generating a longer alpha list first?

Is there some way we could get a sticky, updatable "first post" on which a cumulative alpha list could be built?
Quote:
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.
Oh, I didn't know that. In the Modding Manual, Units and Leaders have their own sections for advanced modding. It seemed to me that even if the commands were the same and worked identically, following the organization of the current documentation would be most likely to ensure complete coverage, even if it resulted in some duplication.

On the other hand, I really like your suggestion of making the "capital only" tag a Nation mod command instead of a Unit|Leader mod command. Kudos!

Recruitment: I agree that these are best handled under the headings--Nation, Spell, Site. Nice treatment of these.

Spells: I hope that Spell modding is configured to allow a theoretically infinite number of new spells. Blank slots would fill up so quickly that keeping mods mutually compatible would be a nightmare. Maybe a Spell list like we have for Units, Weapons, and Armor that goes to four digits would be the best approach?
Quote:
#flyspr and #explspr already exist, but they should be changed to work for magically propelled energies as well.
Agreed. It would be even better if, for example, new .wav files for sound effects and new TGA sprites for visual effects could be created and added by modders.

Weapons: Agree that an "Advanced Weapon Modding" section with its own list of mod commands is a great idea.

NEW!!
For the purpose of this thread, Weapon Effects should be listed as:

Weapon
Title: Blah, blah

#effectname

As always, new contributors can ignore the code stuff if they're not comfortable with it.

Note that in this thread we are more interested in capturing a new capability with broad applications, than in duplicating a specific, complex weapon. We are after building blocks here.

Affliction Modding: I would be inclined to put this under Weapon (and maybe add a "see Weapon" reference under Unit, Leader, and Pretender).

Or does anyone think a "Misc" category for modding commands would be more efficient for subjects like this in this thread?


Agrajag: These are all GREAT suggestions! Got any more?

B0rsuk: I think your idea is a good addition, but don't you think it would also be useful for a modder to be able to actually force an Event of some sort to occur?

Events
Maybe these could be keyed to Luck scale (-3 to +3) and numbered, allowing specific events to be assigned if the modder desires.
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