Re: The Modder\'s Wishlist
* It isn't possible to add new national spells that have to be researched. The old #school and #research don't allow for that.
* It isn't possible to make sites that let everyone recruit the units. #com and #mon commands are needed in addition to #homecom and #homemon.
* All modding commands need #clear or similar command. Few examples:
#clear for weapons:
A sling can be cleared and redone so that it deals -2 damage, with strength added, instead of 9 damage with no str. Currently, it isn't possible to remove #nostr from a weapon.
#clear for sites:
National sites can be redone, e.g. to change Early Age Golden Era Arcos so that only Mage Engineers are restricted to capital while Engineers can be recruited anywhere.
* Scenario-type maps sometimes need more changes than the map commands allow. There should be a map command for a required mod that has to be enabled to play the map. The mod should be automatically enabled when a new game is created for the map, and error message should be shown if the mod isn't present.
* It should be possible to find out numbers of magic sites. That'd let us change national magic sites to e.g. add new national commanders. There are still sites with same names across the different eras of the same nation. The same for items, too!
* Age-restricted mods that don't affect games of other ages would make it easy to have more national spells in one age, especially if/when spell name and description modding are implemented. Example:
Mod that only works in Early Age could add a new nation that is given spells for summoning Tomb Oracles and Wailing Ladies that have very little to do with the Agarthan and Ermorian units of later ages.
EDIT:
Also,
#insanity is missing. Hey, insanity is fun...
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