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Old November 23rd, 2005, 04:46 AM

RedRover RedRover is offline
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Default Mod Command Brainstorm

Recently, B0rsuk and I have been discussing Slavs via PM. He has some interesting ideas, but some rely on new modding commands that have not yet been implemented.

I have been adding requests for specific mod commands to the Dom3 Wishlist every now and then, but it seems to me that a concerted effort by the Dom community to generate a master list of effects we would LIKE to see made available in Dom3 might be a more efficient way to approach the topic.

The purpose of this thread is to generate a list of as many game effects, powers, and abilities that might be made moddable as possible, with a view toward getting as many of them implemented in Dom3 and subsequent patches as we can.

Anyone can play. All you need is a copy of the current mod manual from here: Modding Manual (fourth item down)--and a little imagination. Any power or ability not specifically allowed by this manual can be considered fair game for mention here.

I believe the current edition of the manual is dated 4.11.2005.

Let's identify abilities by type: Unit, Leader, Pretender, Item, Spell, Event, Nation Special, and so on, so that a final, sortable list can be generated.

Anyone who knows how the commands are set up might, at their option, suggest a configuration. People who don't, shouldn't worry about it.

If any of these commands have been enabled but not documented, then that knowledge would be useful, too. Anyone who knows of such commands are invited to share them.

I'll start with a few commands on my request list to get the ball rolling:


Unit Power
Fly In Storms: If given to a unit with the Fly ability, the unit will not be grounded during a storm.

#flyinstorm


Unit Power
Fort Defense Bonus: The unit receives a Defence bonus when defending a fort.

#deffort(+X) where X is the bonus to Defence.


Unit Power
Unit Explodes When Destroyed: This would require a number of additional parameters: area of effect, +X damage, type of damage (fire, shock, cold, poison, etc.), any special effects. This might be anything from a mechanical device exploding in a ball of shrapnel and fire, to a deadly fungus releasing a cloud of spores that causes those missing a magic save to Decay.


Unit Power
Cause Bad Event: This power causes a random Bad Event in the province the unit occupies.

#badevent(+X): where X is the Misfortune level of event.


Unit Power
Patrol Bonus: Unit has a bonus to find stealthy units when patrolling. Note that flying units already have a patrol bonus of x.

#patrol(+X) Where X is the amount of bonus (0-20 recommended?)


Leader Power
Drill Instructor: A leader with this power increases the experience point total of troops he commands.

#train(+X) where X is the number of experience point added per turn.


Pretender Power
Create Population: A Pretender with this power creates new population each turn in the province he occupies.

#addpop(+X) where X is the amount of population added to the province.


Pretender Power
Create Wealth: A Pretender with this power automatically adds gold to his treasury every turn. (Note, this command might also be appropriate for a leader; for example, one from a mercantile culture.)

#addgold(+X) where X equals the amount of gold added to the treasury per turn.



Anyhow, I'm sure you get the idea. Let's see if we can put together a good list of things the game does that modders can't and also create some new tools that modders can use to entertain us.

(Note: I considered posting this to the Mod Section, but on reflection, it has been my experience that some of the best brainstorm results come from the least experienced people. So I put it here for maximum exposure.)

Oh, more thing--please follow normal brainstorming rules--no negative comments on contributions. We can dissect an alpha list after we've generated it, but let's generate one first.
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