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  #191  
Old May 4th, 2008, 12:15 PM

Maraxus Maraxus is offline
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Default Re: The Modder\'s Wishlist

Breath weapons (fire, cold, bile) have strength /2.
Boulders have strength /3

The dom3 database uses -1 as strength, -2 as str/2 and -3 as str/3, too.

I tried it manually, the range field seams to be 31 bits + 1 bit for the signum (like most in dominions.
If you choose any number smaler 2^31 ( =2147483648 ) for the range, it get's cut down to range 100.
Sadly 2147283648 to 4294967295 (the 32nd digit being a 1 in binary) result in the weapon apearing as a melee weapon.
Can't trick the limits of modding.
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  #192  
Old May 5th, 2008, 12:22 PM
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Edi Edi is offline
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Default Re: The Modder\'s Wishlist

The DB is NOT a guide to using modding commands. I just needed something to display things as they appear.
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  #193  
Old May 6th, 2008, 03:34 PM

chrispedersen chrispedersen is offline
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Default Re: The Modder\'s Wishlist

#equip <item #>

Allow both units and commanders to be equipped with items.

Many of my other ideas have been covered in other threads. But I would also like the ability to twiddle MORE with starting position.

For example - a create your own pretender - whern you can create hp, str - and give him attributes - all for costs.

Or you could make your nation military experienced.. all capitol units start experienced.

Etc.
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  #194  
Old June 12th, 2008, 08:54 PM
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HoneyBadger HoneyBadger is offline
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A few new modding wishes:

Units gaining bonuses if they are fighting in daylight (as opposed to the darkness bonus and darkvision for nocturnal units)
Purpose: balance, and use with holy/light aligned units.

Units gaining terrain combat bonuses-forest, mountain, steppe, cavern, desert, tundra/glacier, jungle, badlands/wasteland, shore, shallow sea, deep ocean.
Purpose: thematic, also represents terrain training, as per modern armies, jungle fighters, etc. and racial/species affinity for said terrain among various units. EG: it makes sense that dryads would fight better in forests than in a desert, if only for reasons of morale.
Units, likewise, could become stealthy only while within certain terrain types.

Ability to automatically shapechange a unit into another unit, in a set time-period, as opposed to instant or combat shapechange. EG: A dragon's egg that hatches 1 year after it's creation/summoning/birth, and then "grows" into a stronger unit every subsequent year. Purpose: Evolution of units as a strategic factor to strength, to balance out units which spawn other units (strength over time within a single being, instead of strength through numbers, over the same period of time).

Mercenary captains gaining the ability to spawn their follower units over time, as opposed to starting with a set number of units which shrink over time-this makes mercenaries somewhat more viable, the longer you pay their upkeep, and gives a reason to protect their captain (giving them items you can't get back, etc.), rather than severely diminishing returns.

Resources for a persistant campaign world. This isn't entirely my idea, but it's a good one (atleast the parts that aren't mine). The Dominions engine could be used to create and sustain a roleplaying campaign environment. Greater tools to directly modify a game "from within", while playing it, could allow the generation, over time, of extremely elaborate and detailed settings, which would then have the capacity to reflect upon, and enhance, the Dominions environment, overall. EG: Imagine a game run by a diligent, creative, and detail-oriented game master over several years. A good campaign that harnesses Dominions could engender a dozen new nations, a score of new maps, and invaluable insight into how each nation might relate to the others.

Events that turn provinces of one terrain type into provinces of another terrain type, or that create entirely new provinces (Forests that grow overnight, lands sinking beneath the ocean, unknown caverns being discovered, new islands appearing, deserts swallowing cities-all straight out of the heart of myth). Any new provinces could appear in "mini-maps" to the side of the main map.

Events where a random soldier or creature is Gift of Reason'ed, like a poor man's Hero. Could come with mild stat increase and/or some random magical trinket. (lots of legends and myths-and comic books-begin with a "commoner" being singled out by the gods, or finding a magic item, and going on to greatness, there's no reason a poor nerfherder can't show up in Dominions)

There are units which consume food, gold, even corpses. Are there any units which consume resources from the province they're on? I'm thinking Construction summons here-high level mechs and "factory" units might strip a province bare of it's resources while they occupy it.
Purpose: balance.

Are there any that consume gems? Here, as opposed to the resources question above, I'm thinking of beings which would lower a particular gem's production per turn for your entire nation-EG: a fire gem eating Efreeti or an earth gem munching Gnome King. Purpose: balance.

Ability to enfranchise commanders. If you don't want to pay for a particular commander-or maybe, like everyone else, you have some troops you don't have a use for anymore-you can gift the commander with a province you own but can't easily protect, and whatever troops, items, gems, etc. you'd like, to start him off, and then send him on his way. The province would become Independent from that point on, but they wouldn't attack you, unless you attacked them first, as long as that particular commander was alive, and you wouldn't have to micromanage that particular province/commander/etc. any longer. Purpose: theme-feudalism is a very common ancient practice, and being able to create vassals and border states would enhance a player's sense of rulership/being the head of a government. Also strategic-Having non-hostile buffer zones between you and your enemies makes you safer, and if you don't have to pay for them, you can concentrate more on your nation's central provinces. In addition-this would be a nice way to "set up" otherwise useless heroes and units, giving them a new life in the game.

Moddable gemtypes-and ability to mod in alchemical value.
Purpose: mostly thematic/namechange, but will allow more and different resources for flavourgames.
EG: Instead of earthgems, deathgems, astral pearls, etc. could be replaced by "dragonshards"-Siberys, Khyber, Eberron shards/gems, ala the Eberron D&D campaign setting.

This goes along with my previous request for modifiable and expandable magic paths/schools.

Heroic items: Like units, magical items might also become enhanced over time. A random event might select a magical item with the capacity, and transform it into a more powerful/interesting version. This might be triggered by a previous event-the item in the hands of a unit might pass through Tartarus or Cocytus or into the Void, or a great hero might die wielding it in battle, or it might be used to slay a Pretender. It might simply be a matter of a sword of sharpness turning into a firebrand/frostbrand, a piercer transforming into a Herald's Lance, an axe of sharpness becoming an Elfbane, etc. or it might lead to the creation of a new never seen before artifact. After all-much of what makes a magical item an Artifact is it's history and legend.

Prophet enhancement-this would be a tag for units that, if prophetized, would transform them into new units. This is already in the game, I'd just like to see it become modifiable.
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