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				December 18th, 2007, 04:10 AM
			
			
			
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 Second Lieutenant |  | 
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				 Re: The Modder\'s Wishlist 
 To bad #researchbonus can't handle negative values as a workaround.Are there any monsters in dom3 that don't get research points so I can #copystats it.
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				December 18th, 2007, 04:16 AM
			
			
			
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 Colonel |  | 
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				 Re: The Modder\'s Wishlist 
 
	Quote: 
	
		| Thilock_Dominus said: I'll try that, thanks.
 
 
 Edit: Sorry, it doesn't work. If I set it #researchbonus to 50 or more the unit(s) gets maxed out research.
 
 |  I'm quite sure that he meant #researchbonus -50
 
"malus" basically means "anti-bonus"
 
EDIT: I'm 100% sure that negative researchbonus works. I've ssen it wwith my very own eyes.
				__________________ 
				I have now officially moved to the  Dom3mods  forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
 
If you need to ask something about modding, you can contact me here .
See this thread for the latest info concerning my mods. |  
	
		
	
	
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				December 18th, 2007, 04:57 AM
			
			
			
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 Second Lieutenant |  | 
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				 Re: The Modder\'s Wishlist 
 strange...I try again.
 Edit: The closet I can get is when researching set with -50 is  the unit have 1 research.
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				December 18th, 2007, 11:43 AM
			
			
			
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 Major General |  | 
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				 Re: The Modder\'s Wishlist 
  1 RP ought to be good enough - no-one will ever use the unit as a researcher, especially if it's otherwise good. 
				__________________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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				December 19th, 2007, 12:24 PM
			
			
			
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				 Re: The Modder\'s Wishlist 
 I'd like spell effects that modify province values, both pernamently and with dome like effect. For example:Spell effect that increases population in province by X percent.
 Spell effect that increases resources in province by X percent and lasts one turn for each gem spent and gets dispelled if caster is killed, exactly like a dome.
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				January 4th, 2008, 01:16 AM
			
			
			
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				 Re: The Modder\'s Wishlist 
 A recent post in the general dom3 forum made me think, that while we have the option of making completely random AI's with their respective bonuses based on difficulty, or the option of making a faction and then setting it to AI without any difficulty bonuses, or even creating detailed factions through maps... I think that the ability to edit the randomly generated AI nations before a game starts would be best (while retaining their difficulty bonus). I realize that this isn't a true modding option request, but more of a significant game change, nonetheless this does seem the most appropriate place to mention it. I also realize that this has probably been brought up a few times before, but it bears repeating.
 Anyway, I believe it would make for a more challenging and ultimately more fulfilling single player experience.
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				January 16th, 2008, 11:15 PM
			
			
			
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 Major General |  | 
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				 Re: The Modder\'s Wishlist 
  It would be nice to have custom unit or commander icons, so that we can add rules text for obscure abilities (especially one-battle-spell) that we may add.
 #icon "<imagefile>" "short" "long"
 
 i.e.
 #icon "./whatever/candelabra.tga" "Sacred" "Sacred troops are extremely devoted to the god's cause. They can be blessed and require half the usual cost to maintain."
 
 I suppose that is three arguments. For custom icons the first word of the long text block could always be used as the short description.
 
				__________________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 16th, 2008, 11:52 PM
			
			
			
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 BANNED USER |  | 
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				 Re: The Modder\'s Wishlist 
 Custom icons would be excellent. |  
	
		
	
	
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				May 4th, 2008, 10:29 AM
			
			
			
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 Corporal |  | 
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				 Re: The Modder\'s Wishlist 
 Wow, I hardly believed, it is not possible yet, and I'm even more supprised nobody wrote it here, yet but:
 It would be great, if you could create ranged weapons with a range depending on strength.
 range -1 to range -3 for strength to strength/3 sound like the most intuitive option.
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				May 4th, 2008, 11:59 AM
			
			
			
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 National Security Advisor |  | 
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				 Re: The Modder\'s Wishlist 
 
	Quote: 
	
		| Maraxus said: Wow, I hardly believed, it is not possible yet, and I'm even more supprised nobody wrote it here, yet but:
 
 It would be great, if you could create ranged weapons with a range depending on strength.
 range -1 to range -3 for strength to strength/3 sound like the most intuitive option.
 
 |  If you check out Fire Bola stats from the manual, you'll notice that it's range is listed as -1. So range: -1 IS range: strength; the only problem is that -1 isn't eligible target value for modding...    
Are there any str/2 or str/3 range weapons? Boulder uses one of the two, but I think that's about the only thing. |  
	
		
	
	
	
	
	
	
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