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Old November 24th, 2005, 01:53 PM
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Agrajag Agrajag is offline
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Default Re: Mod Command Brainstorm

Quote:
RedRover said:
Agrajag: These are all GREAT suggestions! Got any more?
Thanks for the positive feedback
I've got many ideas for mod commands, only sadly, I think them up in bed before I fall asleep, and forget about them by the time I wake up
Here are more ideas I can remember right now (though I like them less than my previous ones):
I) #Teleporter
This gives the unit the ability to Teleport between provinces as a Move action /*similar to the Dimension Boots, or whatever their name is, I forgot :\)*/ it also allowes the unit to teleport in combat /*like fly, but unaffected by storms*/ - Though this idea can already be implemented using the #flyinstorm idea combined with insanely high movement.
2) #Periodiceffect <period> <stat> <modifier>
Will make it so the weapons with this command, will give its bearer an increase of <modifier> to his <stat>.
<stat> is that leader's stat that will be changed, something along the lines of:
0: Strength
1: Attack
2: Defence
3: Precision
4: Move
5: HitPoints
6: Magic Resistance
7: Morale
8: Protection
9: Fatigue
Maybe even:
10: Experience
11: Leadership
12: Undead Leadership
13: Magical Being Leadership
And possibily even: (!)
14-21: Astral/Fire/Air/Water/Earth/Nature/Death/Blood Magic
((or any other order of things))
<modifier> is by how much that stat will chance, for example 5 will give a bonus of 5, and -19 a malus of 19.
<period> determines the interval between increases, for values of:
1-50: Every 1-50 turns in combat, the leader's <stat> will increase by <modifier>, reseting at the start of each battle.
100+: Every <period>/100 game turns (=in the strategic map), that leader's <stat> will increase by <modifier>
This one could be useful for items with interesting effects, like:
1) A cursed ring, which makes you into a coward (#Periodiceffect 100 7 -1 will make it so the leader loses 1 morale each turn)
2) A powerful sword (=good stats) which slowly saps your strength away (#Periodiceffect 100 0 -1)
3) A powerful axe, which feeds on the energies of battle, and empoweres the user with those energies (#Periodiceffect 2 0 1 for increasing strength by 1 every other turn)
4) A magical shield, which grows bigger the longer it is held (#Periodiceffect 2 2 1 and #Periodiceffect 4 9 1)
etc.
3) #Mercenary <days>
Will make a unit disappear <days> days after being recruited (or summoned).
This way you could recruit a Mercenary unit, which leaves you as soon as its contract ends.
Or even better, a special Devil which makes you sign a contract with your own blood, which lends you his services for a limited amount of time. (though probably no actual side effect )
It could also be cool for making a unit such as a really old man, which dies of old age after some time
4) #Loyal
Loyal units are recruitable for money, but don't cost you any adittional upkeep (or possibly, cost you half the usual upkeep), this allows you to have units with low-upkeep without making them sacred.
5) #Unitslayer <name>|<id> <modifier>
Will give this unit increased damage against certain units.
So a certain commander could be trained as a Troll Slayer (or Vampire Slayer), and will thus be able to slay those creatures more easily, by doing an extra <modifier> damage.
This one could have some variants, such as a percentile bonus (such as 200% damage), or a change of stat (such as affecting Attack instead of damage).
This is quite similar to the previously suggested #doubledamage and #tripledamage commands, but is more flexible, in allowing you to target groups the game doesnt recognize (such as "Trolls", "Dwarves" or "Units whose name starts with an S").
6) #Greedy
Greedy units will cost twice the normal upkeep
(Or perhaps #Greedy <modifier> which require <modifer>% more upkeep)

That's all I can think of right now. And I liked my previous suggestions better. But what can you do?
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