.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #11  
Old December 6th, 2006, 01:06 AM
DrPraetorious's Avatar

DrPraetorious DrPraetorious is offline
Major General
 
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
DrPraetorious is on a distinguished road
Default Mutations!

One thing I forgot, it'd be nice when we get the ability to mod magic items if we could make magic items that change hit point totals. I see why the basic game doesn't have any but they'd still be cool.

Otherwise, I have a proposal in response to the request to have random elements in unit specifications, which I said I thought was impossible. We ought to be able to have mutations!

Mutations work, from a game-mechanical standpoint, just like afflictions. It'd be nice if we could specify them ourselves through mod script - see below for the commands I think we'd need.

Unfortunately I don't think that's practical, but you could add mutations, even if none of the default units use them (although foul spawn should get them if they exist at all.)

The mutations in the attached list are mostly warhammer classics - if you added those (and mod commands to give them to units, with a bitmsask and a percentage change and all), that'd be super-keen and ought to cover most people's unit variety needs.

So, you'd need:
#mutation <bitmask> <chance>
-- Self explanatory, goes on units.
#spreads_mutations <bitmask> <chance>
-- So that we can add sites which mutate people that stay in the province with them.
-- Plus a spell effect that gives mutations! Chaos Channels! Huzzah!

If, on the other hand, you want to go nuts:
#attribute_pool <pool_number> <icon file>
#attribute <pool_number> <position>
-- Attributes, of which mutations are one type you could make, would appear in different types, each of which would have its own icon (and pool #), and each of which would have a, say, 64-bit bitmask. Position is the place in the bitmask, so a number from 0 to 63.

#require_slots (bitmask)
-- This attribute requires the combination of slots specified.
#no_mindless
-- Mindless units cannot get this attribute.
#no_mounted
#no_inanimate
#max_size (size)
-- You get the idea.

#stacks_to <position>
-- If you get this mutation, and you already have it, get this mutation isntead.

-- Other than that, each mutation would need the same stuff that units would get. You'd need a way to *modify* stats rather than just changing them, and you'd need a command to add or remove slots rather than just specifying which slots a unit would have.

-- Finally, for units
#attribute <pool> <bitmask> <chance>
-- And for sites.
#spreads_attribute <pool> <bitmsask> <chance>
-- And an effect for spells.
Attached Files
File Type: txt 476334-mutations.txt (5.4 KB, 85 views)
__________________
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
Reply With Quote
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:54 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.