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January 6th, 2007, 07:10 AM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
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Re: The Modder\'s Wishlist
Quote:
UninspiredName said:
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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Use the magic numbers 666 to affect the entire battlefield or 665 to affect 25% of the battlefield squares.
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January 7th, 2007, 02:06 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: The Modder\'s Wishlist
Oh, that is neat, thanks Johan.
Two things - when you give linked randoms using the old syntax (i.e.: magicskill 52 2) they show up as 1 ? on the unit profile sumarry, and I don't think the age calculates correctly. I'm not certain of this since I'm not sure how the age calculation is supposed to work.
Could we have linked custom randoms? I know you don't want to give more than 2 arguments to a command, it could be:
#doublecustommagic <bitmask> <chance>
#triplecustommagic <bitmask> <chance>
Or, you could use the first 7 bits in the custom magic bitmask? They don't seem to do anything, but I might be missing something. I assume that's where the actual internal code stores the % chance, but that's just a guess, as values placed in those bits don't seem to affect it.
Also, random magic with "holy" doesn't seem to work. I know I'm probably the only one who'd use it, but I'd like some units that have a % chance to be priests.
Keep on keepin' it real,
TNDP
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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January 8th, 2007, 04:16 PM
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General
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Join Date: Jun 2003
Location: az
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Re: The Modder\'s Wishlist
Quote:
NTJedi said:
#(type)res needs to go above 100%
Currently units cannot be given more than 100% resistance. Since there are spells which can lower resistances there is a desire for creating units which start with a resistance over 100%.
Otherwise after a few spells no unit can be completely immune unless it's a commander with extra items.
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This has been included within the next patch!
Thankyou and Double Thankyou Illwinter!
Also I believe a modding request from Endoperez is also included where a nation can be disabled or moved.
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There can be only one.
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January 10th, 2007, 03:01 AM
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General
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Join Date: Oct 2006
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Re: The Modder\'s Wishlist
Niiice! Congratulations NTJedi and Endoperez. Now if they'll just get to my requests sometime this year, we can all relax in the hot tub together.
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January 30th, 2007, 03:01 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: The Modder\'s Wishlist
I REALLY, REALLY want tobe able to assign armors to monsters by armor number. We're still stuck to actually typing the armor name, which is pretty damned inconvenient for a whole host of reasons. We can mod them by number, why can't we assign them the same way we assign weapons by number?
Edi
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February 1st, 2007, 05:19 PM
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General
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Join Date: Oct 2006
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Re: The Modder\'s Wishlist
For that matter, how about the ability to create our own items? is that happening in the forseeable future?
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You've sailed off the edge of the map--here there be badgers!
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February 17th, 2007, 02:10 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: The Modder\'s Wishlist
How about a file of all the .tga files used internally by the game? Currently it's damn near impossible to get hold of the vanilla unit graphics to alter them. Sorry if this has been asked for before, but it's a biggie.
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February 17th, 2007, 02:45 PM
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Captain
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Join Date: Feb 2005
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Re: The Modder\'s Wishlist
Quote:
How about a file of all the .tga files used internally by the game? Currently it's damn near impossible to get hold of the vanilla unit graphics to alter them. Sorry if this has been asked for before, but it's a biggie.
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Sombre we have been asking for that one for years, literally.
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February 18th, 2007, 03:59 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: The Modder\'s Wishlist
Ability to create linked custom randoms.
Proposed change: add a new binary value to the list of magic path mask list. The first mask, for Fire, is 128. If the lower ones are unused, one of them could be used to change the random into +2 levels instead of +1.
An example of use: I'd like to give EA R'lyeh Mind Lords more powerful magic via a linked random, and perhaps change few MA Atlantis descriptions to hint to an enslaved aboleth, instead of a starspawn, in the Coral Towers.
I'd like to make them S3W2 mages with a 100% random that gives them level 2 in one of W, E, S or D. This would make them S5W2, S3W4, S3W2E2 or S3W2D2 mages.
Currently, I can only give them to 100% WESD randoms, which makes them almost identical to MA R'lyeh Starspawn mages (magic-wise).
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February 18th, 2007, 06:25 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: The Modder\'s Wishlist
What about when you need +3 or +4 links? There are linked randoms in the game, Deep Kings and Tartarians have them, but nobody else does. It would be better to change the random assignment by adding a new numerical parameter to indicate how many linked picks there is.
Something like
#custommagic <pathmask><chance><linked>
so
#custommagic <32640><50><2>
would give a 50% of a 2 linked FAWESDNB random.
Much, much easier to do.
Edi
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