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Old December 12th, 2005, 11:31 PM

RedRover RedRover is offline
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Default Re: Mod Command Brainstorm

Agrajag: Oooooooh! I really like this one. The AD&D system had a whole race of demons called Hordlings. Their appearance, stats, attacks, and powers were all randomized. Great stuff!

Endoperez: Here are a few questions (anyone else with definitive knowledge is invited to participate):

Query 1:
Is there a unit mod command that allows map movement but gives tactical battle immobility. A modding application would be a Siege Artillery unit (catapult, springal, trebuchet, etc.).

Query 2:
When setting up a PD spellcaster (#defcom), is there any way to ensure the caster has gems without actually creating a scenario?
What is the effect of magic richness on PD casters?
Is there a richness setting at which you can be reasonably certain that PD spellcasters will have gems?

Query 3:
I am a little confused about the #castledef command in the Manual.

The Modding Manual definition gives this as a bonus in rebuilding defensive structures when besieged. However, the Unit Database defines an ability that is a Defence stat bonus when in a fort.

Are there actually two different effects, or is this a conflict in source documents? In other words, do the C’tis City Guards have the bonus defined in the current Modding Manual, or do they have some other ability that at present we do not have the ability to mod?

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All: Here are a few more ideas...

Guard(+X): The reverse of Berserk. If the unit is wounded and passes a morale check, the number is added to its Strength and Defense, and subtracted from its Attack. It will also never retreat from combat.
The application would be thematic: the Varangian Guards of Byzantium, the bodyguard of the King of Sparta (the 300), etc.


Magic Path Switching Tool: This command would immediately follow a command for random magic path selection. It changes the random path to another path. Example:
#pathswitch 0 6
This example command would turn a Fire path result from the immediately preceding command to a Nature path result.

The application of this switch would be to mold random magic path results along specific lines—for example, allowing the Random Sorcery command to redirect, say, a random Blood magic result to another chance at Astral, or even a Random Elemental result.
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