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  #101  
Old December 13th, 2006, 04:49 PM
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Default Re: The Modder\'s Wishlist

I suggest changing Pretender modding to be consistent with the rest of nation modding:

#selectnation 0
#clearpretenders
#addpretender 1
#addpretender 2
#addpretender 3
etc etc
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  #102  
Old December 17th, 2006, 04:30 PM
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Default Re: The Modder\'s Wishlist

This one wouldn't be too hard to implement, and would open up monster modding incredibly.

#spelleffect <timing> "<spellname>"

Timing would determine when the spell effect would be triggered. 0 for at the start of a battle, 1 for every turn, 2 for every time an enemy is hit, 3 for every time an enemy is attacked, and 4 for when the unit dies. Spellname is self-explanatory. One could restrict them to a non-existant nation to stop the effects appearing on the spell list. This would let us do anything from shuten-doji, to suicide bombers, to whatever the heck the darkness-shrouded Lanka summons are called.
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  #103  
Old December 17th, 2006, 05:36 PM

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Default Re: The Modder\'s Wishlist

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  #104  
Old December 17th, 2006, 06:29 PM
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Default Re: The Modder\'s Wishlist

Weapon effects would be painfully hard to implement from a modder's perspective, when you consider how powerful an earthmeld weapon would be. Their only real use would be to give exclusively to commanders/heroes (Though a charming sword would be cool on an Assassin). If Magic Item modding was improved, though, it would make an awesome addition to that.
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  #105  
Old December 19th, 2006, 12:20 AM
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Default Re: The Modder\'s Wishlist

This would be a bit different than most of my other suggestions, but it still wouldn't be terribly hard to do. It would be nice if Illwinter made the original unit sprites available for viewing. It would be a great help for copying the 'style' of Illwinter's sprites, and would very much come in handy for those that would, say, want to give Caelum's army different weapons.

I admit to being personally biased here as my entire modding style revolves around modifying the existing sprites, and it's likely not as good in the work/reward department as other ideas, but it's something to consider nonetheless. Sorry for the double-post.
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  #106  
Old December 19th, 2006, 12:31 AM
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Default Re: The Modder\'s Wishlist

You know, Uninspired, that's a great idea. I want to redo Niefel's units a bit, offer the giants maces, scythes, and flails, since they'd generally be more effective and less expensive for giant humanoids to use against small opponents than axes and swords, for instance.
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  #107  
Old December 19th, 2006, 02:16 AM
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Default Re: The Modder\'s Wishlist

Ooh! Another one!

This is pretty basic, but it would be nice to have a preset 'entire battlefield' number for AoE commands, (Most notably spell modding) like how Morale 50 equals mindless.
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  #108  
Old December 19th, 2006, 08:25 PM
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Default Re: The Modder\'s Wishlist

We could also really use the ability to un-restrict spells.
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  #109  
Old December 19th, 2006, 08:52 PM
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Default Re: The Modder\'s Wishlist

Don't the restrictions disappear if you copy the spell?

Anyway, I'd like the ability to unrestrict pretenders, but that's just a book-keeping headache it isn't something you can't do already.
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  #110  
Old December 26th, 2006, 10:34 PM
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Default Re: The Modder\'s Wishlist

I'm thinking it would be really nice if we could assign sizes to weapons-for instance a Jotun axe being a certain size. The reason for this is that you could make certain weapons two-handed for certain sized units, while for other units they'd be one-handed. I wouldn't want to do this for every weapon out there, but it might be nice for some magical weapons requiring a certain minimum or maximum size of wielder-hammer of the mountains or gate cleaver needing atleast size 2 or even 3 for instance.
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