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  #71  
Old December 1st, 2006, 12:28 AM
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Default Re: The Modder\'s Wishlist

This one's sort of glaring. We need a range: strength option for projectile weapons.

And an option to make our own mercenaries would be nice.
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  #72  
Old December 1st, 2006, 07:39 AM
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Default Re: The Modder\'s Wishlist

Endoperez, I read your synopsis (I'm assuming it's a synopsis of the thread so far, for ease of reference for the Developers) and while you seem to have listed my request, in a way, what I actually would like is the ability to increase the number of magical paths (as in Earth, Air, etc) to 27 and name those new paths. Also to add more types of gems (27), to rename all types of gems, and to add graphics for new gem types. And then to change the names of magic schools, such as Thaumaturgy etc, and add new schools (not sure how many). If it wasn't your intention, that's fine, in which case I'm content to clarify what I was asking for, since it's admittedly a little unclear. Thank you!
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  #73  
Old December 1st, 2006, 02:36 PM
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Default Re: The Modder\'s Wishlist

In addition to starting insanity scores, I'd like
#horrormarked <value>
#cursed
#affliction <bitmask> <chance>

I want to give horrormarked units as bodyguards - it's an advantage for the bodyguards of a horrormarked mage to be horrormarked themselves, clearly.

The affliction "power" would be the one that praetorian guards have - also certain pretenders. You give a bitmask for which afflictions the unit can start with, and then a chance of getting one of those afflictions.
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  #74  
Old December 1st, 2006, 06:46 PM
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Default Re: The Modder\'s Wishlist

Good call on the horror marked guards, DrPraetorious.

I'm with UninspiredName on the mercenary modding, that would be a lot of fun!
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  #75  
Old December 1st, 2006, 08:21 PM
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Default Re: The Modder\'s Wishlist

Quote:
zepath said:
Good call on the horror marked guards, DrPraetorious.

I'm with UninspiredName on the mercenary modding, that would be a lot of fun!
I agree with the mercenary modding where we can add new mercenaries and change existing ones.

Also the #horrormarked would be very useful because horrors are very nasty in dominions_3 and being able to summon monsters with horror marks would be in big demand.
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  #76  
Old December 1st, 2006, 10:18 PM
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Default Re: The Modder\'s Wishlist

How about being able to mod certain units (such as certain Pretenders) as no curse, no horror mark, no insanity, no age, etc?
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  #77  
Old December 1st, 2006, 11:40 PM
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Default Re: The Modder\'s Wishlist

Well, you can already just change the maxage or startage...

Removing stuff like that without having to remove everything would come in handy, though.
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  #78  
Old December 1st, 2006, 11:46 PM
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Default Re: The Modder\'s Wishlist

Age was the least thing I wanted the ability to remove. The others are a lot more devastating to Pretenders.
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  #79  
Old December 2nd, 2006, 06:28 PM
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Default Re: The Modder\'s Wishlist

How about #longdead <unit number> and #skeleton <unit number> nation modding commands? Since we can have Longdead of C'tis, Jotun skeletons, and countless carrion units for Pangaea, it seems reasonable that we should be able to add our own for certain nations. You could theoretically implement the command more than once to have a list of possible longdeads/skeletons.
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  #80  
Old December 2nd, 2006, 07:22 PM
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Default Re: The Modder\'s Wishlist

Quote:
UninspiredName said:
How about #longdead <unit number> and #skeleton <unit number> nation modding commands? Since we can have Longdead of C'tis, Jotun skeletons, and countless carrion units for Pangaea, it seems reasonable that we should be able to add our own for certain nations. You could theoretically implement the command more than once to have a list of possible longdeads/skeletons.
Suggested before (although only once), but it's on the list already. Longdead and skeleton are the same thing. The other is soulless. However, one command won't do for the soulless, because corpses have varying amounts of resources, affecting the kind of soulless reanimated.
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